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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 |