Recent logs - ゴッド・オブ・ウォー 落日の悲愴曲

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ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-27 Error in shader program link: info: (unknown reason) fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-26 BlockTransfer: Bad destination transfer address ff18a600!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-26 Vertices without position found: (03200015) P: s8 C: 5551 T: u8 (size: 8)
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-26 Unknown GE command : 5affff0b
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-26 Unknown GE command : 4effffff
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-25 Bad bounding box data: e4f9ec
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-25 Unknown GE command : d1852bc0
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Unknown GE command : d1982b70
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Bad vertex address 07ff0300!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Bad vertex address 0a879521!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Bad bounding box data: c8cad2
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Unknown GE command : fd2373ff
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Unknown texture format 12
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01710000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #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 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01030000:00000b19 HWX C T N LM Tex Light: 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:0180d822 Tex TexAlpha LM 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01710000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #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 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: 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 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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; 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-23 Error in shader program link: info: (unknown reason) fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01730000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: 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 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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; 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-16 Unknown GE command : 114b4b4b
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 335 does not exist
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 343 does not exist
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-06 WriteToHardware: Invalid address 000b5e94 near PC 0898e04c LR 0898e04c
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-20 Unknown GE command : b7e82b18
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-20 BJUMP to illegal address 0776f784 - ignoring! data=76f686
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-20 Unknown GE command : b789878d
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2020-01-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; varying vec4 oColor0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; } vs:
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2020-01-14 Render to area containing texture at 04161800 +384x0
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=0892367c, pos=0, access=1, data=2, text=2
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=0892367c, pos=0, access=1, data=1, text=1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.3-208-ge2845363e 2020-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-11 Unknown GE command : 03ad327b
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-01-11 BJUMP to illegal address 07167654 - ignoring! data=167654
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2020-01-09 80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 001591e4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-30 Unknown GE command : b6dc89bf
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-27 Error in shader compilation: info: (unknown reason) 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-27 Error in shader program link: info: (unknown reason) fs: 00000000:00000001 Clear (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000002 THR (failed) #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-27 Error in shader compilation: info: (unknown reason) 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-27 Error in shader compilation: info: (unknown reason) 00000000:00000001 Clear #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-27 Error in shader compilation: info: (unknown reason) 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-24 Bad bounding box data: 0006fe
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-24 Unknown GE command : 03000301
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-12-18 CALL to illegal address 00000100 - ignoring! data=000000
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2019-12-18 80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 000fd844, 09fbba6c[ffffffff]): invalid ea3 magic bytes
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2019-12-22 80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 002d5324, 09fbba6c[ffffffff]): invalid ea3 magic bytes
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-16 Unknown GE command : 349d2500
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-12 Bad bounding box data: 09082c
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-12 Unknown GE command : 34b6e100
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-16 Bad vertex address 0709092b!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-11 CALL to illegal address 02000000 - ignoring! data=000000
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2019-10-28 80631004=sceAtracSetAA3DataAndGetID(08b715c0, 00000000, 00000000, 09fbba6c[ffffffff]): buffer too small
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-10-12 Unknown GE command : 4e6f9f9d
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.2 2019-10-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.2 2019-10-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-07 Vertices without position found: (00222200) P: s8 W: u8 (1x) (size: 4)
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-07 Unknown GE command : fc6ed0ab
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-07 Bad vertex address 05feded8!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-07 BlockTransfer: Bad destination transfer address b918a400!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-07 Bad vertex address 0500ff00!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000005, pos=0, access=1, data=1, text=1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-01 Unknown GE command : 39073c39
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-01 Bad vertex address 076286d5!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-01 Bad vertex address 07616261!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-01 Bad vertex address 07e29b85!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-08-25 Unknown GE command : 39c23c40
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=09ee9e80, pos=0, access=1, data=1, text=1
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=08aea6b0, pos=0, access=1, data=2, text=2
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-08-23 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-08-17 Unknown GetPointer 00000000 PC 0881a388 LR 0881a388
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-11-09 Unknown GE command : 5affffff
ゴッド・オブ・ウォー 落日の悲愴曲 v1.9.4 2020-01-13 Render to area containing texture at 04161800 +320x0
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-07-14 ReadFromHardware: Invalid address 000000a8 near PC 08814a18 LR 089d7130
ゴッド・オブ・ウォー 落日の悲愴曲 v1.8.0 2019-07-14 WriteToHardware: Invalid address 000000d8 near PC 08814a18 LR 089d7130
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-06-22 BJUMP to illegal address 07000100 - ignoring! data=000000
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-06-22 Unknown GE command : b6fc8490
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-02-25 Bad vertex address 07000100!
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2019-09-01 Bad bounding box data: 767676