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Game title |
Version |
Latest Report |
Message |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-08-29 |
Unknown GE command : fee38e00 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-08-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-06-22 |
WriteToHardware: Invalid address 000000d4 near PC 089ac1dc LR 089ac1b4 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-05-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-05-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-05-14 |
80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 00208874, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-05-14 |
80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 002123c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-05-14 |
80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 00178044, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.16.6 |
2024-03-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.16.6 |
2024-03-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1 |
2024-09-30 |
No DL ID available to enqueue |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.10-6-g8ac4efd3c |
2024-02-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=2, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.10-6-g8ac4efd3c |
2024-02-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.1-669-gd298c6f6f5 |
2024-10-02 |
Can't draw: No current render step. Step count: 0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.0 |
2023-11-28 |
WriteToHardware: Invalid address 000002c8 near PC 089fe19c LR 089deed4 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.0 |
2023-11-28 |
ReadFromHardware: Invalid address 000000a8 near PC 089fe19c LR 089deed4 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.16.6 |
2023-11-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.16.6 |
2023-10-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.13.2 |
2023-08-15 |
FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.0 |
2023-07-22 |
Unknown GetPointer 00000000 PC 0881f828 LR 0881f828 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.4 |
2023-07-03 |
sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid) |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.4 |
2023-07-03 |
sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid) |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.4 |
2023-07-03 |
sceGeBreak(mode=0, unknown=09fff410): unknown ptr (valid) |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214b220 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e297a0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e295a0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c0a20 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c0a00 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214a2b0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e29530 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e29810 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020bfc20 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020bfb10 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214a340 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214a240 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214a130 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e29880 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02149e30 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02149b50 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 0214a110 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e292b0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e290b0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c09e0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c09c0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e29320 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020bfc40 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02147bf0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02c10390 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02034220 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02147710 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e29390 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02144350 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02144330 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02144310 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 021442f0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 021442d0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02c6ff20 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c2990 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e28c50 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c2480 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c2460 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c1c70 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c1a80 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c1800 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c1220 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02e28b00 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c11b0 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c1190 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 02144040 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c0d80 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.3 |
2023-05-29 |
Jump to invalid address: 020c0d60 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14 |
2023-05-24 |
UI scissor out of bounds in GameSettingsScreen: 0,64-540,822 / 960,540 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14 |
2023-05-24 |
UI scissor out of bounds in GameSettingsScreen: 373,0-1316,304 / 960,540 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.3-80-g73bf6098e |
2023-04-28 |
__KernelStopThread: thread 331 does not exist |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.3-80-g73bf6098e |
2023-04-28 |
__KernelStopThread: thread 302 does not exist |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-04-10 |
Game install with no files / data |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-03-26 |
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 r8p0-00dev0 [Revision 96995].
01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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 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 vec3 u_matdiffuse;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(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;
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 | |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.15.4-717-g56c2974e5 |
2024-07-01 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-17 |
WriteToHardware: Invalid address 000000d8 near PC 08814aac LR 089d8180 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-17 |
ReadFromHardware: Invalid address 000000a8 near PC 08814aac LR 089d8180 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
in mediump vec2 w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular. |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
in mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
|
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.0 |
2023-02-07 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction 02e5417c |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction 44fbef63 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction 00ef5afb |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction efec5cfd |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction 7c13e002 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
Branch in branch delay slot at 08000014 with different target |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction ef63e002 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
Branch in branch delay slot at 08000004 with different target |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-02 |
MIPSCompileOp: Invalid instruction ef63e06c |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-04-28 |
ReadFromHardware: Invalid address 00000804 near PC 089a22e8 LR 089a22d8 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14 |
2022-12-26 |
Savedata version requested on save: 3 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.9.0 |
2022-12-25 |
ReadFromHardware: Invalid address 00a628cb near PC 08899200 LR 08899190 |
ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.17.3 |
2024-10-11 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |