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 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-26 |
sceDmacMemcpy(dest=0414e000, src=095d0d80, size=218704): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-24 |
sceDmacMemcpy(dest=09d5df80, src=0848c000, size=1152): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-23 |
__KernelStopThread: thread 385 does not exist (ApctlThread deleted) |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-22 |
sceDmacMemcpy(dest=0414e000, src=095d9e20, size=230976): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-21 |
sceDmacMemcpy(dest=0414e000, src=095ae640, size=174576): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-21 |
sceDmacMemcpy(dest=0414e000, src=095335d0, size=221936): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-21 |
sceDmacMemcpy(dest=0414e000, src=095ae000, size=250160): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=094aef50, size=240816): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=09405dc0, size=230976): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=095d0df0, size=166480): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=09514f10, size=198032): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1-264-g68c192b89 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=095336e0, size=198032): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1-264-g68c192b89 |
2024-04-20 |
sceDmacMemcpy(dest=0414e000, src=09530f10, size=191488): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-19 |
sceDmacMemcpy(dest=0414e000, src=095c0ed0, size=260768): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1-264-g68c192b89 |
2024-04-19 |
sceDmacMemcpy(dest=0414e000, src=09530d10, size=253632): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-19 |
sceDmacMemcpy(dest=0414e000, src=095d4630, size=261840): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-18 |
sceDmacMemcpy(dest=0414e000, src=095d4540, size=240416): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-16 |
Unknown GetPointer 75bd7743 PC 08811cc8 LR 0880bd5c |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-15 |
sceDmacMemcpy(dest=0414e000, src=095a8e10, size=250224): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.6 |
2024-04-14 |
sceDmacMemcpy(dest=0414e000, src=09521e10, size=226592): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.6 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=095c6600, size=222080): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-13 |
Unknown GetPointer 7d106b63 PC 08811cc8 LR 0880bd5c |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=095d9d90, size=159504): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=095d6d90, size=227984): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=09595560, size=230848): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-12 |
sceDmacMemcpy(dest=0414e000, src=095ab860, size=229728): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-11 |
sceDmacMemcpy(dest=0414e000, src=09529730, size=202336): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-11 |
sceDmacMemcpy(dest=0414e000, src=095185f0, size=230976): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
ReadFromHardware: Invalid address deadfcb8 near PC 09d5e008 LR 09d5e794 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
MIPSCompileOp: Invalid instruction 7e8114b1 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
MIPSCompileOp: Invalid instruction 4cf4affb |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
MIPSCompileOp: Invalid instruction 47f5bc4f |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
Jump to invalid address: 07059da0 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
Branch in Jump delay slot at 09c14298 in block starting at 09c14288 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
Jump to invalid address: 07059d80 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-09 |
MIPSCompileOp: Invalid instruction 00000828 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-08 |
MIPSCompileOp: Invalid instruction b15c9dd6 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-08 |
MIPSCompileOp: Invalid instruction b6ba5306 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-08 |
Jump to invalid address: 0c46d1e0 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-08 |
Branch in branch delay slot at 09d5e024 with different target |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-08 |
MIPSCompileOp: Invalid instruction b5190a7d |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-08 |
sceDmacMemcpy(dest=0414e000, src=095b0640, size=257872): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-04-04 |
sceDmacMemcpy(dest=0414e000, src=095175f0, size=175072): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-04-04 |
sceDmacMemcpy(dest=0414e000, src=095a9f00, size=256144): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-04 |
sceDmacMemcpy(dest=0414e000, src=094b0dc0, size=175072): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-04-03 |
sceDmacMemcpy(dest=0414e000, src=0952c5b0, size=251632): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-04-02 |
sceDmacMemcpy(dest=0414e000, src=095b0c30, size=149152): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-31 |
sceDmacMemcpy(dest=040e4000, src=091bb290, size=15136): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-26 |
sceDmacMemcpy(dest=040e4000, src=091bb2d0, size=14176): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-03-29 |
sceDmacMemcpy(dest=040e4000, src=091bb2a0, size=16544): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.5 |
2024-03-25 |
sceDmacMemcpy(dest=0414e000, src=0958e570, size=201504): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-24 |
sceDmacMemcpy(dest=0414e000, src=096f9630, size=249584): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-03-23 |
sceDmacMemcpy(dest=0414e000, src=094cee20, size=246848): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-23 |
sceDmacMemcpy(dest=0414e000, src=0940c5a0, size=221936): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-03-20 |
sceDmacMemcpy(dest=0414e000, src=0952a4c0, size=189120): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-19 |
Branch in JumpReg delay slot at 09ffdb3c in block starting at 09ffd5d4 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-18 |
sceDmacMemcpy(dest=0414e000, src=09639f00, size=292704): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-18 |
sceDmacMemcpy(dest=040e4000, src=091bb2e0, size=18000): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-17 |
sceDmacMemcpy(dest=0414e000, src=095d5660, size=248336): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-03-16 |
sceDmacMemcpy(dest=0414e000, src=09501f60, size=202336): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-16 |
sceDmacMemcpy(dest=0414e000, src=095d3cb0, size=162384): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.3 |
2024-03-16 |
sceDmacMemcpy(dest=0414e000, src=095b0620, size=200256): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.2 |
2024-03-15 |
sceDmacMemcpy(dest=0414e000, src=0950f640, size=257872): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-15 |
sceDmacMemcpy(dest=0414e000, src=095c3e40, size=174576): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-15 |
sceDmacMemcpy(dest=0414e000, src=095c6610, size=231056): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-03-15 |
Jump to invalid address: 0d1bb934 |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-03-15 |
MIPSCompileOp: Invalid instruction b04644d4 |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-03-15 |
MIPSCompileOp: Invalid instruction 714e08f8 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-14 |
__KernelStopThread: thread 712 does not exist (ApctlThread deleted) |
MONSTER HUNTER PORTABLE 2nd G |
v1.12.2 |
2024-03-14 |
sceDmacMemcpy(dest=0414e000, src=095b85d0, size=172768): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
MIPSCompileOp 698e322f failed |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
MIPSCompileOp: Invalid instruction b378f377 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
MIPSCompileOp: Invalid instruction 65e0a710 |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
__KernelStopThread: thread 703 does not exist (ApctlThread deleted) |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
__KernelStopThread: thread 414 does not exist (ApctlThread deleted) |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-13 |
__KernelStopThread: thread 414 does not exist (ApctlThread stopped) |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-11 |
sceDmacMemcpy(dest=0414e000, src=09531520, size=211232): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.5 |
2024-03-11 |
sceDmacMemcpy(dest=0414e000, src=095d4570, size=159696): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.5 |
2024-03-11 |
sceDmacMemcpy(dest=0414e000, src=095de5a0, size=162400): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.5 |
2024-03-10 |
sceDmacMemcpy(dest=0414e000, src=094b4750, size=240816): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-10 |
sceDmacMemcpy(dest=0414e000, src=095a8580, size=155872): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.6 |
2024-03-09 |
sceDmacMemcpy(dest=0414e000, src=095a2600, size=237168): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-07 |
sceDmacMemcpy(dest=0414e000, src=095d6da0, size=162400): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-06 |
sceDmacMemcpy(dest=0414e000, src=09602e50, size=199648): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.0 |
2024-03-06 |
sceDmacMemcpy(dest=0414e000, src=09510e20, size=230976): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.16.5 |
2024-03-05 |
sceDmacMemcpy(dest=0414e000, src=095d75a0, size=162400): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-03-05 |
sceDmacMemcpy(dest=0414e000, src=0964cf00, size=256144): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01730000:00000b14 HWX T N Fog 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;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:001fd022 Tex TexAlpha TFuncMod AlphaTest0 > ColorTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp 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);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:001e0022 Tex TexAlpha TFuncMod ColorTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp 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);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:003ef022 Tex TexAlpha Fog TFuncMod AlphaTest >= ColorTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp 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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000b14 HWX T N Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:001e0002 Tex TFuncMod ColorTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp 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);
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp 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);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000b14 HWX T N Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000914 HWX T Fog 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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:003fd002 Tex Fog TFuncMod AlphaTest0 > ColorTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp 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);
if (v.a < 0.002) discard;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000914 HWX T Fog 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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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);
gl_Position = 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;
}
|
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3 |
2024-03-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp 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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01730000:00000b14 HWX T N Fog 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;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|