Recent logs - ガンダムバトルユニバース

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Game title Version Latest Report Message
ガンダムバトルユニバース v1.14.1 2024-02-27 UI scissor out of bounds in GameSettingsScreen: 333,0-1198,720 / 1460,720
ガンダムバトルユニバース v1.14.1 2024-02-24 UI scissor out of bounds in GameSettingsScreen: 352,0-1267,720 / 1544,720
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 21,369-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 177,324-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 99,324-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 21,324-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 177,279-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 99,279-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 21,279-73,41 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 20,272-252,282 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 20,240-252,33 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 20,240-252,314 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 915,2-324,111 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 42,15-862,98 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 42,0-862,113 / 583,272
ガンダムバトルユニバース v1.14.1 2024-01-18 UI scissor out of bounds in MainScreen: 42,0-862,16 / 583,272
ガンダムバトルユニバース v1.13.1 2023-12-22 Failed to read valid video stream data from header
ガンダムバトルユニバース v1.14.1 2024-02-24 UI scissor out of bounds in GameSettingsScreen: 132,0-479,272 / 583,272
ガンダムバトルユニバース v1.13.2 2023-11-01 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
ガンダムバトルユニバース v1.13.2 2023-11-01 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
ガンダムバトルユニバース v1.9.0 2023-08-25 ReadFromHardware: Invalid address 7367579a near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2023-08-15 ReadFromHardware: Invalid address 0a11ea10 near PC 089c5634 LR 089c5634
ガンダムバトルユニバース v1.9.0 2023-08-10 ReadFromHardware: Invalid address 0a11ea10 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2023-08-08 Unknown GetPointer 00000000 PC 089c3524 LR 089c216c
ガンダムバトルユニバース v1.9.0 2023-08-04 ReadFromHardware: Invalid address 0a11ea10 near PC 089c5868 LR 0880abc0
ガンダムバトルユニバース v1.9.0 2023-06-04 ReadFromHardware: Invalid address c631aa64 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2023-05-06 ReadFromHardware: Invalid address 39801db3 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2023-02-11 Unknown GetPointer 00000000 PC 0891f7a0 LR 0891f7a0
ガンダムバトルユニバース v1.9.0 2022-12-15 ReadFromHardware: Invalid address 40cee810 near PC 089b6bb4 LR 08809770
ガンダムバトルユニバース v1.9.0 2022-12-15 WriteToHardware: Invalid address 00000000 near PC 089b6bb4 LR 08809770
ガンダムバトルユニバース v1.9.0 2023-08-16 ReadFromHardware: Invalid address 0a11ea10 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2023-05-06 ReadFromHardware: Invalid address 003e0d4c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-11-02 WriteToHardware: Invalid address 00000000 near PC 08958830 LR 08958968
ガンダムバトルユニバース v1.9.0 2024-06-04 ReadFromHardware: Invalid address 6d7c4394 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-11-22 ReadFromHardware: Invalid address ff98e3cb near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-10-14 ReadFromHardware: Invalid address d673baa6 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-10-10 ReadFromHardware: Invalid address d673baa6 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-10-10 ReadFromHardware: Invalid address 003e0d4c near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-10-10 ReadFromHardware: Invalid address 003e0d4c near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-10-04 ReadFromHardware: Invalid address 6d7c4394 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-10-04 ReadFromHardware: Invalid address 40b8e430 near PC 08954500 LR 08954500
ガンダムバトルユニバース v1.9.0 2022-09-18 ReadFromHardware: Invalid address 40cee810 near PC 0881b850 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-09-18 WriteToHardware: Invalid address 68a00000 near PC 0881b850 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-08-31 WriteToHardware: Invalid address 000000f4 near PC 08804dd8 LR 08804dd8
ガンダムバトルユニバース v1.9.0 2022-08-31 ReadFromHardware: Invalid address 40b8e430 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-08-30 WriteToHardware: Invalid address 40a00000 near PC 089b0768 LR 089b02a4
ガンダムバトルユニバース v1.12.3 2022-08-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=2f454d41, pos=0, access=1, data=2, text=2
ガンダムバトルユニバース v1.17.4-1 2024-11-04 sceNetAdhocMatchingInit(16384) at 089184ac
ガンダムバトルユニバース v1.9.0 2022-11-07 ReadFromHardware: Invalid address 40b8e430 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-08-02 WriteToHardware: Invalid address 00000000 near PC 089c764c LR 089c5f2c
ガンダムバトルユニバース v1.9.0 2023-08-26 ReadFromHardware: Invalid address 40b8e430 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-10-09 WriteToHardware: Invalid address 68a00000 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-12-15 ReadFromHardware: Invalid address 40cee810 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-12-15 WriteToHardware: Invalid address 68a00000 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-10-09 ReadFromHardware: Invalid address 40cee810 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-10-10 WriteToHardware: Invalid address 00000000 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-05-21 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
ガンダムバトルユニバース v1.9.0 2022-05-08 WriteToHardware: Invalid address 000000f4 near PC 089bd718 LR 089bd718
ガンダムバトルユニバース v1.9.0 2022-03-15 WriteToHardware: Invalid address 000007d8 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-03-10 WriteToHardware: Invalid address 00000000 near PC 089c69b8 LR 089c55dc
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c6a00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c4f00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c4300
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c3500
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c2700
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c1b00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c0f00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c0300
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bf700
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036beb00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bdf00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bd300
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bc700
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036baf00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b9a00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b6b00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b3c00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b1400
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036aec00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07601f00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07601c00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075ff100
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075fb600
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075f9100
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07626780
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db380
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db400
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db430
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075f8e00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075eae00
ガンダムバトルユニバース v1.9.0 2022-02-24 WriteToHardware: Invalid address 00000000 near PC 08804df8 LR 08804df8
ガンダムバトルユニバース v1.9.0 2023-08-25 WriteToHardware: Invalid address 00000000 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-02-21 WriteToHardware: Invalid address 00000000 near PC 0881b7b0 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075e2e00
ガンダムバトルユニバース v1.9.0 2022-01-25 WriteToHardware: Invalid address 00000000 near PC 089c5824 LR 0880b0e8
ガンダムバトルユニバース v1.9.0 2022-01-20 WriteToHardware: Invalid address 00000000 near PC 08816464 LR 08816464
ガンダムバトルユニバース v1.4-2-g648bc5d 2022-01-12 WriteToHardware: Invalid address 00000000 near PC 08804d34 LR 08804d34
ガンダムバトルユニバース v1.12.2 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:144: 'outerProduct' : no matching overloaded function found ERROR: 0:144: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00004b0c HWX C T N Fog Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in 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; out lowp vec4 v_color0; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (1 + point_pos.y); _pos[
ガンダムバトルユニバース v1.12.2 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:148: 'outerProduct' : no matching overloaded function found ERROR: 0:148: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. c0000000:00004b1c HWX C T N Fog Tex Flat Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points,
ガンダムバトルユニバース v1.12.2 2021-12-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:148: 'outerProduct' : no matching overloaded function found ERROR: 0:148: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00004b1c HWX C T N Fog Tex Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points, ivec2(ind