Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-21 00000000=sceUtilityScreenshotInitStart(09ca88e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-823-g0b76d443e2 2024-10-20 AT3 header map lacks entry for bpf: 0 channels: 0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-20 sceDmacMemcpy(dest=04170fc0, src=092e3760, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-20 sceDmacMemcpy(dest=04142200, src=09232760, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-19 sceDmacMemcpy(dest=041570c0, src=09147240, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-19 ReadFromHardware: Invalid address 00000000 near PC 08838394 LR 08838398
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-18 00000000=sceUtilityScreenshotInitStart(09cadb48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-14 00000000=sceUtilityScreenshotInitStart(09d31448)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-13 00000000=sceUtilityScreenshotInitStart(09cae948)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-09 00000000=sceUtilityScreenshotInitStart(09cb01e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-09 00000000=sceUtilityScreenshotInitStart(09cb01a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-08 Jump to invalid address: 005383fc
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-08 Unknown GetPointer 1d8e3100 PC 00000000 LR 00000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2024-10-07 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09088c00): duplicate handler
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-06 sceDmacMemcpy(dest=04155080, src=0924c2e0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-10-06 sceDmacMemcpy(dest=04146580, src=091637e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-03 00000000=sceUtilityScreenshotInitStart(09d388a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-03 00000000=sceUtilityScreenshotInitStart(09d38868)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-02 00000000=sceUtilityScreenshotInitStart(09cac3c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-29 00000000=sceUtilityScreenshotInitStart(09caa9c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-29 00000000=sceUtilityScreenshotInitStart(09caa9a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-29 00000000=sceUtilityScreenshotInitStart(09caa968)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-29 sceDmacMemcpy(dest=04172180, src=093d57e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-28 WriteToHardware: Invalid address 00009ba3 near PC 08ae4dec LR 08826070
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-09-23 WriteToHardware: Invalid address 00000814 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-09-23 ReadFromHardware: Invalid address 00000010 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-23 800200d2=scePsmfPlayerSetPsmf(08fd07b0, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/INTRO.PMF): too many streams in PSMF video, bogus data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-23 scePsmfPlayerSetPsmf*: incorrect PSMF magic (6c5f5066), bad data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-23 800200d2=scePsmfPlayerSetPsmf(08fb4910, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MILESTON.PMF): too many streams in PSMF video, bogus data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-23 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3c4722e7), bad data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-22 00000000=sceUtilityScreenshotInitStart(09caea28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-22 00000000=sceUtilityScreenshotInitStart(09cae9e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-17 00000000=sceUtilityScreenshotInitStart(09caade8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-16 00000000=sceUtilityScreenshotInitStart(09cad988)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-15 00000000=sceUtilityScreenshotInitStart(09caa988)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-09-15 00000000=sceUtilityScreenshotInitStart(09caa948)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2024-09-12 00000000=sceUtilityScreenshotInitStart(09d355a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2024-09-11 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header --NATIrQr��}V�?�5���lۊ��Xy����� ntw�Y���e��3VRn�s��"N�(������:�+�j7��tp�P��Q>��n�`��WF�4)M��^�`MD���S]5�`���c��·Y5[}ing: binary %08x=sceAtracSetDataAndGetID(%s): invalid RIFF header80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-31 Unknown GetPointerWrite 00000000 PC 08c292dc LR 08c292e8
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-30 00000000=sceUtilityScreenshotInitStart(09cb59a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-30 sceDmacMemcpy(dest=04157f40, src=092178a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-30 sceDmacMemcpy(dest=04169cc0, src=092089e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-957-g52cf10274c 2024-08-28 00000000=sceUtilityScreenshotInitStart(09cb1848)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-957-g52cf10274c 2024-08-28 00000000=sceUtilityScreenshotInitStart(09cb1808)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2024-10-18 sceDmacMemcpy(dest=04126e80, src=09753af0, size=448): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-25 00000000=sceUtilityScreenshotInitStart(09d315c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-08-21 00000000=sceUtilityScreenshotInitStart(09cad2a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-19 MIPSCompileOp: Invalid instruction 00010005
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-19 MIPSCompileOp: Invalid instruction 01069701
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-19 MIPSCompileOp: Invalid instruction 00020001
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-19 MIPSCompileOp: Invalid instruction 00100005
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-19 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-17 __KernelStopThread: thread 322 does not exist (helper deleted)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-17 00000000=sceUtilityScreenshotInitStart(09cafb68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-15 00000000=sceUtilityScreenshotInitStart(09cafb48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-15 00000000=sceUtilityScreenshotInitStart(09cab768)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-14 00000000=sceUtilityScreenshotInitStart(09cabc48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-12 00000000=sceUtilityScreenshotInitStart(09cabec8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-06 00000000=sceUtilityScreenshotInitStart(09cadf08)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 00000000=sceUtilityScreenshotInitStart(09cac628)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 00000000=sceUtilityScreenshotInitStart(09cac5e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 00000000=sceUtilityScreenshotInitStart(09cac5a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-08-05 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): RIFF chunk did not contain WAVE
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-08-02 00000000=sceUtilityScreenshotInitStart(09cb0a88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:00000934 HWX T Fog Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable 00000000:00000124 HWX Fog Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:48: S0027: Cannot modify an input variable 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:91: S0027: Cannot modify an input variable 01d30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:88: S0027: Cannot modify an input variable 01d30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable 00000000:00000002 THR #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:00000934 HWX T Fog Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable 00000000:00000124 HWX Fog Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:48: S0027: Cannot modify an input variable 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:91: S0027: Cannot modify an input variable 01d30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:88: S0027: Cannot modify an input variable 01d30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:18: S0027: Cannot modify an input variable 00000000:00000012 THR Tex #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w; viewPos.xy *= 1.596235; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-07-27 Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2024-07-26 sceDmacMemcpy(dest=0414e080, src=093f2440, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-25 sceDmacMemcpy(dest=04170b40, src=09324860, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-24 00000000=sceUtilityScreenshotInitStart(09cae0a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-24 00000000=sceUtilityScreenshotInitStart(09cab528)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-23 sceDmacMemcpy(dest=04169b80, src=093a43c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-22 00000000=sceUtilityScreenshotInitStart(09cecf88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-23 00000000=sceUtilityScreenshotInitStart(09caf708)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2024-07-15 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0900d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, 1.0); } vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-11 WriteToHardware: Invalid address 8fa40198 near PC 0882d0d0 LR 0882d0ac
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-11 WriteToHardware: Invalid address 00001a34 near PC 0882d0d0 LR 0882d0ac
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-11 ReadFromHardware: Invalid address 8fa402b8 near PC 0882d0d0 LR 0882d0ac
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-11 sceDmacMemcpy(dest=0418ca40, src=092366a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-09 00000400=sceGeEdramSetAddrTranslation(00000200)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-07 00000000=sceUtilityScreenshotInitStart(09d33b28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-05 sceDmacMemcpy(dest=041386c0, src=0900bd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-04 sceDmacMemcpy(dest=0418d8c0, src=0914f620, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-03 WriteToHardware: Invalid address 000007b8 near PC 0882165c LR 0882165c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-06-29 WriteToHardware: Invalid address 000007b8 near PC 0882dc78 LR 0882df30
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-06-27 sceDmacMemcpy(dest=04145180, src=0915e590, size=128): overlapping read