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Game title |
Version |
Latest Report |
Message |
ナルティメットアクセル3 |
v1.15.4 |
2023-05-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=20, data=0, text=0 |
ナルティメットアクセル3 |
v1.15.4 |
2023-05-30 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
ナルティメットアクセル3 |
v1.15.4 |
2023-05-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0 |
ナルティメットアクセル3 |
v1.9.4 |
2023-05-12 |
WriteToHardware: Invalid address 00000082 near PC 0884c024 LR 0884c0f0 |
ナルティメットアクセル3 |
v1.14.4 |
2023-05-11 |
80020190=sceKernelCreateThread(LoadDecode, 088d0b5c, 0000006e, 12288, 00004000, 00000000): out of memory, 00003000 stack requested |
ナルティメットアクセル3 |
v1.6.3 |
2023-05-10 |
sceDmacMemcpy(dest=093f60f0, src=0931f030, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.9.4 |
2023-05-10 |
WriteToHardware: Invalid address 00000082 near PC 08000104 LR 09f952c0 |
ナルティメットアクセル3 |
v1.9.4 |
2023-05-10 |
WriteToHardware: Invalid address 00000082 near PC 088c7e94 LR 088c7e94 |
ナルティメットアクセル3 |
v1.14.4 |
2023-05-08 |
Replacement rowPitch=1024, but w=3600 (level=0) |
ナルティメットアクセル3 |
v1.14.4 |
2023-05-06 |
00000000=sceUtilityScreenshotInitStart(09883468) |
ナルティメットアクセル3 |
v1.4.2-425-g7a7ccee5e |
2023-04-30 |
Error in shader program link: info: Fragment shader(s) failed to link, vertex shader(s) failed to link.
ERROR: Varying v_color1 read in fragment shader, but not written to in vertex shader.
ERROR: Varying v_color1 read in fragment shader, but not written to in vertex shader.
/ fs: #version 110
#extension GL_EXT_gpu_shader4 : enable
#define lowp
#define mediump
#define highp
varying vec4 v_color0;
varying vec3 v_color1;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
gl_FragColor = v;
}
/ vs: #version 110
#extension GL_EXT_gpu_shader4 : enable
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
ナルティメットアクセル3 |
v1.14.4 |
2023-04-21 |
Replacement rowPitch=1024, but w=2404 (level=0) |
ナルティメットアクセル3 |
v1.14.4 |
2023-04-16 |
WriteToHardware: Invalid address 00000082 near PC 088627e4 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.6.3 |
2023-04-06 |
00000000=sceUtilityScreenshotInitStart(09a75398) |
ナルティメットアクセル3 |
v1.14.4 |
2023-04-03 |
00000000=sceUtilityScreenshotInitStart(09879c68) |
ナルティメットアクセル3 |
v1.6.3 |
2023-04-02 |
sceDmacMemcpy(dest=09435dc0, src=0931efb0, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.6.3 |
2023-04-03 |
sceDmacMemcpy(dest=09663fd0, src=0948f5a0, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-27 |
Replacement rowPitch=512, but w=516 (level=0) |
ナルティメットアクセル3 |
v1.6.3 |
2023-03-26 |
__KernelStopThread: thread 829 does not exist |
ナルティメットアクセル3 |
v1.12.2 |
2023-03-21 |
WriteToHardware: Invalid address 00000082 near PC 088baa34 LR 088baa00 |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-19 |
00000000=sceUtilityScreenshotInitStart(09878768) |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-10 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-07 |
00000000=sceUtilityScreenshotInitStart(09889ac8) |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-07 |
00000000=sceUtilityScreenshotInitStart(0988b698) |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-07 |
00000000=sceUtilityScreenshotInitStart(098831e8) |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-06 |
00000000=sceUtilityScreenshotInitStart(09a73e18) |
ナルティメットアクセル3 |
v1.14.4 |
2023-03-04 |
00000000=sceUtilityScreenshotInitStart(09a6d4e8) |
ナルティメットアクセル3 |
v1.14.1 |
2023-02-25 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:71: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:74: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:120: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:121: 'comp' : redefinition
ERROR: 0:122: 'type' : redefinition
ERROR: 0:123: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:169: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'co
01000000:80000100 HWX Light: LightUberShader
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000100 HWX Light: LightUberShader
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*dis |
ナルティメットアクセル3 |
v1.12.3 |
2023-02-21 |
sceDmacMemcpy(dest=09631560, src=0947ff60, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-19 |
Replacement rowPitch=512, but w=520 (level=0) |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-19 |
Replacement rowPitch=512, but w=1032 (level=0) |
ナルティメットアクセル3 |
v1.14.1 |
2023-02-19 |
00000000=sceUtilityScreenshotInitStart(09a74ce8) |
ナルティメットアクセル3 |
v1.14.1 |
2023-02-18 |
00000000=sceUtilityScreenshotInitStart(09a73c28) |
ナルティメットアクセル3 |
v1.9.0 |
2023-02-14 |
WriteToHardware: Invalid address 00000086 near PC 0887daf4 LR 0887d81c |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-12 |
00000000=sceUtilityScreenshotInitStart(09a7d568) |
ナルティメットアクセル3 |
v1.9.0 |
2023-03-24 |
WriteToHardware: Invalid address 00000086 near PC 0885ec30 LR 0885ec30 |
ナルティメットアクセル3 |
v1.9.0 |
2023-02-07 |
WriteToHardware: Invalid address 00000086 near PC 088835dc LR 08883508 |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:121: 'comp' : redefinition
ERROR: 0:122: 'type' : redefinition
ERROR: 0:170: 'comp' : redefinition
ERROR: 0:171: 'type' : redefinition
ERROR: 0:219: 'comp' : redefinition
ERROR: 0:220: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000120 HWX Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000120 HWX Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspe |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
reinterpret
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
|
ナルティメットアクセル3 |
v1.14.4 |
2023-05-19 |
Replacement rowPitch=512, but w=2048 (level=0) |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-02 |
Replacement rowPitch=1024, but w=2048 (level=0) |
ナルティメットアクセル3 |
v1.9.0 |
2023-02-02 |
WriteToHardware: Invalid address 00000086 near PC 0885730c LR 088572d4 |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-29 |
00000000=sceUtilityScreenshotInitStart(09a73d68) |
ナルティメットアクセル3 |
v1.14.3 |
2023-01-27 |
UI scissor out of bounds in GameSettingsScreen: 299,0-1210,720 / 1436,720 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,2120 / 2160,1080 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 0,40-630,2120 / 2160,1080 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1203,720 / 1464,720 |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-18 |
00000000=sceUtilityScreenshotInitStart(09a72928) |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-14 |
00000000=sceUtilityScreenshotInitStart(09a73fd8) |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-09 |
__KernelStopThread: thread 314 does not exist (helper deleted) |
ナルティメットアクセル3 |
v1.14.2 |
2023-01-08 |
UI scissor out of bounds in GameSettingsScreen: 166,0-843,600 / 960,600 |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-07 |
00000000=sceUtilityScreenshotInitStart(09a65308) |
ナルティメットアクセル3 |
v1.14.2 |
2023-01-02 |
sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0) |
ナルティメットアクセル3 |
v1.9.0 |
2022-12-29 |
WriteToHardware: Invalid address 00000086 near PC 0885a8fc LR 0884d0d0 |
ナルティメットアクセル3 |
v1.12.3 |
2022-12-24 |
Ignoring possible texturing from framebuffer at 041fc000 +0x64 / 64x272 |
ナルティメットアクセル3 |
v1.12.3 |
2022-12-24 |
Using texture with rendered CLUT: texfmt=5, clutfmt=3 |
ナルティメットアクセル3 |
v1.11.3 |
2022-12-18 |
Failed decrypting the PRX (ret = -4, size = 5404973, psp_size = 5405312)! |
ナルティメットアクセル3 |
v1.9.0 |
2022-12-07 |
WriteToHardware: Invalid address 00000086 near PC 088296bc LR 088296bc |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-19 |
WriteToHardware: Invalid address 00000086 near PC 08807e74 LR 08808034 |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-14 |
WriteToHardware: Invalid address 00000086 near PC 08885e78 LR 08886374 |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-12 |
00000000=sceUtilityScreenshotInitStart(09878638) |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-11 |
WriteToHardware: Invalid address 00000086 near PC 0887decc LR 0887de8c |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-05 |
WriteToHardware: Invalid address 00000086 near PC 08858fc8 LR 08857f54 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-31 |
WriteToHardware: Invalid address 00000086 near PC 08808354 LR 08808354 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-30 |
WriteToHardware: Invalid address 00000086 near PC 08862b30 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-29 |
sceDmacMemcpy(dest=040cc080, src=08db9e90, size=4096): overlapping read |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-27 |
WriteToHardware: Invalid address 00000086 near PC 088628ec LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-24 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f829b0, 00000002) |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-19 |
WriteToHardware: Invalid address 00000086 near PC 08862800 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-17 |
WriteToHardware: Invalid address 00000086 near PC 0882520c LR 0882520c |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-03 |
WriteToHardware: Invalid address 00000086 near PC 08862a14 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-15 |
WriteToHardware: Invalid address 00000086 near PC 08808270 LR 08808694 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-14 |
WriteToHardware: Invalid address 00000086 near PC 088082dc LR 0880829c |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-11 |
WriteToHardware: Invalid address 00000082 near PC 08858fc8 LR 08857f54 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-04 |
WriteToHardware: Invalid address 00000082 near PC 088a2540 LR 088a2540 |
ナルティメットアクセル3 |
v1.9.4 |
2022-10-02 |
Unknown GetPointer 00000000 PC 08815f14 LR 08000020 |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00005150): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 0000b190): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 0000ba50): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00001cd0): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00007338): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
Rendering to framebuffer offset: 040cc000 +65x0 |
ナルティメットアクセル3 |
v1.13.1 |
2022-09-26 |
sceDmacMemcpy(dest=09630f20, src=0947ff60, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-16 |
00000000=sceUtilityScreenshotInitStart(09889d08) |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-13 |
WriteToHardware: Invalid address 00000082 near PC 08886284 LR 08886284 |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-13 |
sceNetAdhocMatchingInit(65536) at 08864640 |
ナルティメットアクセル3 |
v1.13.1 |
2022-09-12 |
00000000=sceUtilityScreenshotInitStart(09888a18) |
ナルティメットアクセル3 |
v1.9.0 |
2022-08-28 |
ReadFromHardware: Invalid address 006a2720 near PC 08000000 LR 08000000 |
ナルティメットアクセル3 |
v1.13.1 |
2022-08-20 |
00000000=sceUtilityScreenshotInitStart(09a6d468) |
ナルティメットアクセル3 |
v1.12.3 |
2022-08-14 |
00000000=sceUtilityScreenshotInitStart(09a7c428) |
ナルティメットアクセル3 |
v1.12.3 |
2022-08-14 |
00000000=sceUtilityScreenshotInitStart(09a7c068) |
ナルティメットアクセル3 |
v1.13.1 |
2022-08-11 |
00000000=sceUtilityScreenshotInitStart(09a7ca58) |
ナルティメットアクセル3 |
v1.15.4 |
2023-05-30 |
00000000=sceUtilityScreenshotInitStart(09a729a8) |
ナルティメットアクセル3 |
v1.6.3 |
2022-08-10 |
Render to area containing texture at 00162000 +256x0 |
ナルティメットアクセル3 |
v1.6.3 |
2022-08-10 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
ナルティメットアクセル3 |
v1.11.3 |
2022-08-07 |
00000000=sceUtilityScreenshotInitStart(09a6d598) |