Recent logs - 無双OROCHI2 Special

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
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-13 WriteToHardware: Invalid address 00000000 near PC 08880b44 LR 08880b44
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute 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; varying lowp vec4 v_color0; varying 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000910 HWX T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute 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; varying lowp vec4 v_color0; varying 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01130000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200000 Fog #version 100 precision lowp float; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:0000010c HWX C Fog (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01130000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01130001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00002a82:00a0d822 Tex TexAlpha LM Fog 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; } vs: 01130000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00001d83:00000022 Tex TexAlpha ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 00000000:00000018 C Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00005d83:00000022 Tex TexAlpha Flat ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 40000000:00000018 C Tex Flat (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00001d83:0001d022 Tex TexAlpha ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 00000000:00000018 C Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); 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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01130000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
無双OROCHI2 Special v1.6.3-492-g9fddfff66 2018-12-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00001d83:00a1d822 Tex TexAlpha LM Fog 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 01030000:0000091d HWX C T LM Fog Tex Light: MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
無双OROCHI2 Special v1.7.2 2018-12-07 sceDmacMemcpy(dest=0933e7f0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.7.2 2018-12-06 sceDmacMemcpy(dest=09c67510, src=09bed300, size=11740): overlapping read
無双OROCHI2 Special v1.7.2 2018-12-06 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=11236): overlapping read
無双OROCHI2 Special v1.6.3 2018-11-27 80630006=sceAtracSetDataAndGetID(08ecd500, 00005764): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-11-27 80630006=sceAtracSetDataAndGetID(08ecd500, 00007b64): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-11-27 80630006=sceAtracSetDataAndGetID(08ecd500, 000029a4): invalid RIFF header
無双OROCHI2 Special v1.7.2 2018-11-24 sceDmacMemcpy(dest=09ae1570, src=09bed300, size=29969): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-24 WriteToHardware: Invalid address 0000076c near PC 08a84034 LR 08a84190
無双OROCHI2 Special v1.7.2 2018-11-24 sceDmacMemcpy(dest=0924be50, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.4-56-gb1a530b 2018-11-24 BJUMP to illegal address 0add28a0 - ignoring! data=6da0a0
無双OROCHI2 Special v1.4-56-gb1a530b 2018-11-24 BJUMP to illegal address 0add3be0 - ignoring! data=6db3e0
無双OROCHI2 Special v1.4-56-gb1a530b 2018-11-24 VTYPE with morph used: THRU=0 TC=1 COL=7 POS=3 NRM=0 WT=3 NW=7 IDX=1 MC=2
無双OROCHI2 Special v1.4-56-gb1a530b 2018-11-24 BJUMP to illegal address 0add3250 - ignoring! data=6daa50
無双OROCHI2 Special v1.4-56-gb1a530b 2018-11-24 Decoding texture from VRAM mirror at 04600170 swizzle=1
無双OROCHI2 Special v1.7.2 2018-11-19 sceDmacMemcpy(dest=09341380, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-19 WriteToHardware: Invalid address 0000076c near PC 08c2b16c LR 08c2b404
無双OROCHI2 Special v1.6.3 2018-11-19 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=23524): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-16 sceDmacMemcpy(dest=0933ee20, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-16 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=17956): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-16 sceDmacMemcpy(dest=0933e590, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-16 sceDmacMemcpy(dest=094c6ba0, src=09bed300, size=21644): overlapping read
無双OROCHI2 Special v1.7.2 2018-11-15 sceDmacMemcpy(dest=094c5b30, src=09bed300, size=30864): overlapping read
無双OROCHI2 Special v1.6.3 2018-11-10 WriteToHardware: Invalid address 000000cc near PC 08a841d0 LR 08a841d0
無双OROCHI2 Special v1.7.1 2018-11-10 sceDmacMemcpy(dest=094c3280, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-26 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=16420): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-14 sceDmacMemcpy(dest=09d04ed0, src=09bed300, size=3008): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-13 sceDmacMemcpy(dest=0933ee40, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-08 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=14884): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-06 sceDmacMemcpy(dest=094ce630, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-05 sceDmacMemcpy(dest=094c3480, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-04 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=12196): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-02 sceDmacMemcpy(dest=09340400, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-01 sceDmacMemcpy(dest=09341eb0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-25 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=9316): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-22 sceDmacMemcpy(dest=09339dc0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-22 sceDmacMemcpy(dest=0933bcc0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-21 sceDmacMemcpy(dest=09338a40, src=09bed300, size=6432): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-21 sceDmacMemcpy(dest=09340040, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-21 sceDmacMemcpy(dest=094da4b0, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-21 sceDmacMemcpy(dest=092981d0, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-21 sceDmacMemcpy(dest=094da5c0, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-20 sceDmacMemcpy(dest=093426d0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-20 sceDmacMemcpy(dest=094c3ad0, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-20 sceDmacMemcpy(dest=09a9df00, src=09bed300, size=22720): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-20 sceDmacMemcpy(dest=09926d70, src=09bed300, size=22720): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-19 sceDmacMemcpy(dest=09247670, src=09bed300, size=5644): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-15 sceDmacMemcpy(dest=093348b0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-15 sceDmacMemcpy(dest=094d9f20, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00007fe4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00006724): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00002b24): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00002be4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 000082e4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 000038a4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00008164): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00006ba4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 000062a4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00005e24): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00002fa4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 000013e4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00002464): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00003ea4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 000059a4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00004624): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00006964): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00005ca4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 0000c4e4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00011ca4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00012ae4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00011764): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-14 80630006=sceAtracSetDataAndGetID(08ecd500, 00010aa4): invalid RIFF header
無双OROCHI2 Special v1.6.3 2018-09-17 GL ran out of GPU memory; switching to low memory mode
無双OROCHI2 Special v1.6.3 2018-09-13 sceDmacMemcpy(dest=093399d0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-07 sceDmacMemcpy(dest=093358e0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-07 sceDmacMemcpy(dest=09336d30, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-04 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=14308): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-04 sceDmacMemcpy(dest=094c3f10, src=09bed300, size=32768): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-02 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=27364): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-02 sceDmacMemcpy(dest=09333bc0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-02 sceDmacMemcpy(dest=09344120, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-01 sceDmacMemcpy(dest=094c4920, src=09bed300, size=24044): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-02 sceDmacMemcpy(dest=093412a0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3-325-g1fdb1f785 2018-09-01 sceDmacMemcpy(dest=0933c250, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-08-31 sceDmacMemcpy(dest=0933b3f0, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-08-28 sceDmacMemcpy(dest=09343b50, src=09bed300, size=5152): overlapping read
無双OROCHI2 Special v1.6.3 2018-08-22 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=28900): overlapping read
無双OROCHI2 Special v1.6.3 2018-10-28 sceDmacMemcpy(dest=094d0820, src=09bed300, size=32768): overlapping read