Recent logs - The 3rd Birthday

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Game title Version Latest Report Message
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-20 sceDmacMemcpy(dest=08400000, src=09cef040, size=244032): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-20 sceDmacMemcpy(dest=08fa1200, src=09cef040, size=291648): overlapping read
The 3rd Birthday v1.8.0 2019-05-19 Unknown GetPointer 00000000 PC 08000000 LR 08000000
The 3rd Birthday v1.6.3-312-g31646d6c8 2019-05-17 sceDmacMemcpy(dest=09083580, src=09085dc0, size=10304): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-17 sceDmacMemcpy(dest=092cbc40, src=09cef040, size=1495744): overlapping read
The 3rd Birthday v1.8.0 2019-05-16 sceDmacMemcpy(dest=09055c80, src=091edb00, size=48832): overlapping read
The 3rd Birthday v1.6.3-312-g31646d6c8 2019-05-16 sceDmacMemcpy(dest=08400000, src=09cef040, size=141408): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-15 Error in shader program link: info: (unknown reason) fs: 00000000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 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; 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 = color0; 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; }
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-15 Error in shader program link: info: (unknown reason) fs: 00002982:00800002 Tex 2x ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * vec3(v.a * 2.0); 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; }
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-17 Error in shader program link: info: (unknown reason) fs: 00000000:00000002 Tex TFuncMod #version 300 es 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; } 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; 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 = color0; 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; }
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-15 sceDmacMemcpy(dest=09536f40, src=09cef040, size=1069632): overlapping read
The 3rd Birthday v1.6.3-312-g31646d6c8 2019-05-11 WriteToHardware: Invalid address 00084b10 near PC 08ac8d74 LR 08ac8d74
The 3rd Birthday v1.8.0 2019-04-25 sceDmacMemcpy(dest=0951e3c0, src=09cef040, size=1311808): overlapping read
The 3rd Birthday v1.7.4 2019-04-17 sceDmacMemcpy(dest=085a2f40, src=09cef040, size=422592): overlapping read
The 3rd Birthday v1.7.4 2019-04-15 sceDmacMemcpy(dest=090b0940, src=091676c0, size=48832): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-15 sceDmacMemcpy(dest=08fa3a40, src=09cef040, size=291648): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-15 sceDmacMemcpy(dest=08400000, src=09cef040, size=229504): overlapping read
The 3rd Birthday v1.7.4 2019-04-14 sceDmacMemcpy(dest=0909c840, src=09247340, size=522688): overlapping read
The 3rd Birthday v1.7.4 2019-04-14 sceDmacMemcpy(dest=09074e40, src=0911d840, size=48896): overlapping read
The 3rd Birthday v1.7.4 2019-04-14 sceDmacMemcpy(dest=0940c540, src=09cef040, size=1610240): overlapping read
The 3rd Birthday v1.7.4 2019-04-13 sceDmacMemcpy(dest=09516780, src=09cef040, size=297728): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-13 WriteToHardware: Invalid address 00115b28 near PC 08ac8d74 LR 08ac8d74
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-13 WriteToHardware: Invalid address 000f25a8 near PC 08ac8d74 LR 08ac8d74
The 3rd Birthday v1.7.4 2019-04-12 sceDmacMemcpy(dest=09409d00, src=09cef040, size=1459392): overlapping read
The 3rd Birthday v1.7.4 2019-04-12 sceDmacMemcpy(dest=09409d00, src=09cef040, size=1610240): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-12 WriteToHardware: Invalid address 0009eff0 near PC 08ac8d74 LR 08ac8d74
The 3rd Birthday v1.7.4 2019-04-12 sceDmacMemcpy(dest=09184fc0, src=0932a140, size=1511680): overlapping read
The 3rd Birthday v1.7.4 2019-04-11 sceDmacMemcpy(dest=09540940, src=09cef040, size=690688): overlapping read
The 3rd Birthday v1.7.4 2019-04-09 sceDmacMemcpy(dest=08400000, src=09cef040, size=193072): overlapping read
The 3rd Birthday v1.7.4 2019-04-08 sceDmacMemcpy(dest=09053e40, src=091a2680, size=48832): overlapping read
The 3rd Birthday v1.7.4 2019-04-06 sceDmacMemcpy(dest=08400000, src=09cef040, size=99904): overlapping read
The 3rd Birthday v1.7.2 2019-04-05 sceDmacMemcpy(dest=08400000, src=09cef040, size=91184): overlapping read
The 3rd Birthday v1.7.4 2019-03-29 sceDmacMemcpy(dest=090c0500, src=09139780, size=10304): overlapping read
The 3rd Birthday v1.6.3 2019-03-20 sceDmacMemcpy(dest=092a6880, src=09cef040, size=1747712): overlapping read
The 3rd Birthday v1.7.4 2019-05-19 sceDmacMemcpy(dest=0906d5c0, src=09cef040, size=1676480): overlapping read
The 3rd Birthday v1.7.2 2019-02-08 sceDmacMemcpy(dest=08400000, src=09f4bfc0, size=59536): overlapping read
The 3rd Birthday v1.7.4 2019-04-06 sceDmacMemcpy(dest=08400000, src=09cef040, size=225872): overlapping read
The 3rd Birthday v1.7.4 2019-01-26 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.g * 15.999375, 16.0) * 0.001953) + 0.000977; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
The 3rd Birthday v1.7.4 2019-01-26 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 0.029297) + 0.000977; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
The 3rd Birthday v1.7.4 2019-01-26 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 0.029297) + 0.000977; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
The 3rd Birthday v1.7.4 2019-01-26 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.g * 15.999375, 16.0) * 0.001953) + 0.000977; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
The 3rd Birthday v1.7.4 2019-01-26 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
The 3rd Birthday v1.7.4 2019-01-20 sceDmacMemcpy(dest=08400000, src=09cef040, size=126400): overlapping read
The 3rd Birthday v1.5.3 2019-01-16 sceDmacMemcpy(dest=0907d000, src=09293380, size=1818944): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-01-08 sceDmacMemcpy(dest=092ae900, src=09cef040, size=1559040): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-01-01 sceDmacMemcpy(dest=09061b40, src=090634c0, size=6528): overlapping read
The 3rd Birthday v1.5.3 2018-12-26 sceDmacMemcpy(dest=090cc3c0, src=09cef040, size=2105792): overlapping read
The 3rd Birthday v1.5.3 2018-12-29 sceDmacMemcpy(dest=0907d000, src=09399700, size=6528): overlapping read
The 3rd Birthday v1.7.5-363-ge3dd1533f 2019-01-15 Attempting to texture from target (src=04154000 / target=04154000 / flags=7)
The 3rd Birthday v1.7.5-321-g2dbdd73e5 2018-12-24 Error in shader compilation: info: ERROR: 0:12: ';' : Syntax error: syntax error ERROR: 1 compilation errors. No code generated. depal #version 100 #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; };
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-04-13 WriteToHardware: Invalid address 00000000 near PC 08ac8d74 LR 08ac8d74
The 3rd Birthday v1.5.3 2018-12-12 sceDmacMemcpy(dest=0925ab00, src=0932c280, size=6528): overlapping read
The 3rd Birthday v1.8.0 2019-04-04 sceDmacMemcpy(dest=09051600, src=091cc9c0, size=726976): overlapping read
The 3rd Birthday v1.7.1 2019-05-01 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
The 3rd Birthday v1.7.1 2018-11-05 sceDmacMemcpy(dest=09061b40, src=090ef500, size=6528): overlapping read
The 3rd Birthday v1.5.3 2018-11-02 sceDmacMemcpy(dest=09571f40, src=09cef040, size=111104): overlapping read
The 3rd Birthday v1.6.3 2018-10-27 sceDmacMemcpy(dest=09065d00, src=0941c940, size=10304): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-15 sceDmacMemcpy(dest=08400000, src=09cef040, size=169408): overlapping read
The 3rd Birthday v1.6.3 2018-10-22 sceDmacMemcpy(dest=0903e580, src=090f3700, size=48832): overlapping read
The 3rd Birthday v1.6.3 2018-10-12 sceDmacMemcpy(dest=0905d4c0, src=09cef040, size=1662080): overlapping read
The 3rd Birthday v1.6.3 2018-10-12 sceDmacMemcpy(dest=09278780, src=09cef040, size=1960704): overlapping read
The 3rd Birthday v1.6.3 2018-10-10 sceDmacMemcpy(dest=08fe8540, src=09cef040, size=368576): overlapping read
The 3rd Birthday v1.6.3 2018-10-09 sceDmacMemcpy(dest=08fefe00, src=09cef040, size=555136): overlapping read
The 3rd Birthday v1.6.3 2018-10-09 sceDmacMemcpy(dest=09065d00, src=0922cf40, size=1514112): overlapping read
The 3rd Birthday v1.6.3 2018-10-09 sceDmacMemcpy(dest=09055c80, src=09057600, size=6528): overlapping read
The 3rd Birthday v1.6.3 2018-10-07 sceDmacMemcpy(dest=0908d680, src=091a8e40, size=48832): overlapping read
The 3rd Birthday v1.6.3 2018-10-06 sceDmacMemcpy(dest=09088600, src=090bc740, size=48832): overlapping read
The 3rd Birthday v1.6.3 2018-10-05 sceDmacMemcpy(dest=09344cc0, src=09cef040, size=1698432): overlapping read
The 3rd Birthday v1.6.3 2018-09-29 sceDmacMemcpy(dest=0901af80, src=091542c0, size=690688): overlapping read
The 3rd Birthday v1.6.3 2018-09-26 sceDmacMemcpy(dest=09087200, src=09cef040, size=2446208): overlapping read
The 3rd Birthday v1.6.3 2018-09-26 sceDmacMemcpy(dest=09290b40, src=09cef040, size=1818944): overlapping read
The 3rd Birthday v1.6.3 2018-09-25 sceDmacMemcpy(dest=0916b640, src=09cef040, size=1575360): overlapping read
The 3rd Birthday v1.6.3 2018-09-23 sceDmacMemcpy(dest=09349d40, src=09cef040, size=1459392): overlapping read
The 3rd Birthday v1.6.3 2018-09-23 sceDmacMemcpy(dest=08400000, src=09cef040, size=80624): overlapping read
The 3rd Birthday v1.6.3 2018-12-27 sceDmacMemcpy(dest=090d48c0, src=0923f540, size=522688): overlapping read
The 3rd Birthday v1.6.1 2018-09-20 sceDmacMemcpy(dest=08400000, src=09f527c0, size=34768): overlapping read
The 3rd Birthday v1.8.0 2019-04-09 sceDmacMemcpy(dest=0903e600, src=091c7840, size=48832): overlapping read
The 3rd Birthday v1.6.3 2018-09-12 GL ran out of GPU memory; switching to low memory mode
The 3rd Birthday v1.5.4 2018-09-11 sceDmacMemcpy(dest=091e6580, src=09463200, size=1609920): overlapping read
The 3rd Birthday v1.5.4 2018-09-05 sceDmacMemcpy(dest=0905ad00, src=091f5b40, size=690688): overlapping read
The 3rd Birthday v1.5.4 2018-09-04 sceDmacMemcpy(dest=0861f800, src=09cef040, size=1151360): overlapping read
The 3rd Birthday v1.5.4 2018-09-03 sceDmacMemcpy(dest=08400000, src=09cef040, size=193984): overlapping read
The 3rd Birthday v1.5.4 2018-08-31 sceDmacMemcpy(dest=08fefe00, src=09cef040, size=277120): overlapping read
The 3rd Birthday v1.5.4 2018-08-29 sceDmacMemcpy(dest=0909d1c0, src=090b8b40, size=48832): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-05-16 sceDmacMemcpy(dest=08400000, src=09cef040, size=88912): overlapping read
The 3rd Birthday v1.5.4 2018-08-21 sceDmacMemcpy(dest=08400000, src=09cef040, size=130352): overlapping read
The 3rd Birthday v1.7.4 2019-04-12 sceDmacMemcpy(dest=09049dc0, src=092bcec0, size=48832): overlapping read
The 3rd Birthday v1.7.5-295-g868696018 2018-12-19 sceDmacMemcpy(dest=08cfd140, src=09cef040, size=234880): overlapping read
The 3rd Birthday v1.4.2-199-g3249d81 2018-08-17 sceDmacMemcpy(dest=08fead80, src=09cef040, size=555136): overlapping read
The 3rd Birthday v1.5.4 2018-08-17 sceDmacMemcpy(dest=09361940, src=09cef040, size=1651200): overlapping read
The 3rd Birthday v1.7.4 2019-04-14 sceDmacMemcpy(dest=08400000, src=09cef040, size=209696): overlapping read
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader compilation: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000072 Tex TexAlpha Depal TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2, t3,
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader compilation: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2, t3,
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader compilation: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:00000062 Tex TexAlpha Depal TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depa
The 3rd Birthday v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:00000072 Tex TexAlpha Depal TFuncAdd (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2
The 3rd Birthday v1.5.4 2018-08-13 sceDmacMemcpy(dest=0943c680, src=09f4efc0, size=48896): overlapping read
The 3rd Birthday v1.5.4 2018-08-13 sceDmacMemcpy(dest=0906fc00, src=09cef040, size=1676480): overlapping read
The 3rd Birthday v1.6.3 2018-08-11 sceDmacMemcpy(dest=0904a4c0, src=091d3700, size=10304): overlapping read