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Game title |
Version |
Latest Report |
Message |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-09-15 |
Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1 |
Midnight Club 3: DUB Edition |
v1.16.1 |
2023-09-13 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-09-12 |
sceNetAdhocMatchingInit(13620) at 08a0a384 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-09-09 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-08-20 |
UI scissor out of bounds in GameSettingsScreen: 354,0-1433,810 / 1800,781 |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-08-14 |
__KernelStopThread: thread 337 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-07-28 |
__KernelStopThread: thread 532 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-07-08 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-07-05 |
__KernelStopThread: thread 314 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.9.3-80-g73bf6098e |
2023-06-03 |
__KernelStopThread: thread 1125 does not exist |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-05-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-05-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
MIPSCompileOp: Invalid instruction 00000001 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 02c24f00 PC 09ffe2e8 LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 05c5f380 PC 09ffe2dc LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
MIPSCompileOp: Invalid instruction 00000429 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 02c80000 PC 09ffe2d0 LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Branch in Jump delay slot at 09ffe2cc in block starting at 09ffe270 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 04fa2dc0 PC 09ffe2cc LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Branch in Jump delay slot at 09ffe2c8 in block starting at 09ffe270 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 02c56f20 PC 09ffe2c8 LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
MIPSCompileOp: Invalid instruction 0000025f |
Midnight Club 3: DUB Edition |
v1.15.2 |
2023-05-22 |
Jump to invalid address: 07ff9140 PC 09ffe2b8 LR 09ffe260 |
Midnight Club 3: DUB Edition |
v1.12.3 |
2023-05-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.13.1 |
2023-05-05 |
Failed to read valid video stream data from header |
Midnight Club 3: DUB Edition |
v1.14 |
2023-05-04 |
UI scissor out of bounds in MainScreen: 62,0-1096,721 / 1520,720 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-05-02 |
Replacement rowPitch=256, but w=1080 (level=0) |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-28 |
Waiting thread for 20 that was already waiting for 20 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-27 |
__KernelStopThread: thread 606 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-04-27 |
UI scissor out of bounds in listpopupScreen: 0,229-540,576 / 960,540 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-04-27 |
UI scissor out of bounds in GameSettingsScreen: 0,64-540,822 / 960,540 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-04-27 |
UI scissor out of bounds in listpopupScreen: 398,72-903,208 / 960,540 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-04-27 |
UI scissor out of bounds in GameSettingsScreen: 373,0-1316,304 / 960,540 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-22 |
Replacement rowPitch=512, but w=7680 (level=0) |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-04-19 |
Unexpected mpeg first timestamp: 34f981c9dc / 227524331996 |
Midnight Club 3: DUB Edition |
v1.14.4-1087-g668a6d63c |
2023-04-15 |
MIPSCompileOp: Invalid instruction 43bfc78b |
Midnight Club 3: DUB Edition |
v1.14.4-1087-g668a6d63c |
2023-04-15 |
ReadFromHardware: Invalid address 000001a0 near PC 000001a0 LR 08b0a780 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-09 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-04-07 |
UI scissor out of bounds in GameSettingsScreen: 315,0-1110,720 / 1332,720 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-03-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-03-07 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header |
Midnight Club 3: DUB Edition |
v1.5.3 |
2023-02-27 |
Error in shader program link during preload: info: cannot find a matched output for input v_color1
fs: 00000000:00000918 LM
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00000000:00000002 THR
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
Midnight Club 3: DUB Edition |
v1.5.3 |
2023-02-27 |
Error in shader program link during preload: info: cannot find a matched output for input v_color1
fs: 00000000:00000b10 LM
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00000000:00000002 THR
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
Midnight Club 3: DUB Edition |
v1.5.3 |
2023-02-27 |
Error in shader program link during preload: info: cannot find a matched output for input v_color1
fs: 01370000:00000b14 LM
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00000000:00000002 THR
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
Midnight Club 3: DUB Edition |
v1.15.4 |
2023-07-11 |
sceUtilityMsgDialogInitStart: invalid status |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
Unknown texture format 15 |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
Unknown texture format 12 |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
Unknown texture format 13 |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
Unknown GE command : fccc3000 |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c8b690, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.9.4 |
2023-02-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c9325c, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-02-10 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1147,720 / 1344,720 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-02-09 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1024,544 / 1208,544 |
Midnight Club 3: DUB Edition |
v1.10.1 |
2023-01-28 |
ReadFromHardware: Invalid address b0ecfd11 near PC b0ecfd11 LR 088262c8 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-26 |
Replacement rowPitch=256, but w=4096 (level=0) |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-09-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-16 |
__KernelStopThread: thread 302 does not exist (helper deleted) |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 476,0-1906,1081 / 2400,1036 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-13 |
Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch'
0:96(2): error: syntax error, unexpected ERROR_TOK
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_ |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-01 |
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.
01000000:803a0b30 HWX T N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 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))
// 01000000:803a0b30 HWX T N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 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 * diffuseCol |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-01 |
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 ( |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-04-01 |
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.
01000000:80000938 HWX C T 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))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform 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(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_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 {
lightScale = 0.0;
|
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in GameSettingsScreen: 320,0-1586,816 / 1813,816 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-15 |
Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch'
0:96(2): error: syntax error, unexpected ERROR_TOK
01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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_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 {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * |
Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-15 |
Error in shader compilation: info: 0:10(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting end of file
reinterpret
#version 120
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uint packColor(vec4 val) {
return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
varying highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
void main() {
vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
gl_FragColor = outColor;
}
|
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in GameSettingsScreen: 280,0-427,1440 / 1440,720 |
Midnight Club 3: DUB Edition |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in GameSettingsScreen: 560,0-2294,360 / 1440,720 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147071048 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146131120 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146122760 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4259907 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598472 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167706624 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167770768 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145512184 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2023-01-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147039492 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1215,720 / 1464,720 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 133,0-489,272 / 589,272 |
Midnight Club 3: DUB Edition |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GameSettingsScreen: 130,0-507,272 / 604,272 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100d0 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 03040310 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100cc in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 02ecd2e0 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100c8 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 03146480 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100c4 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 030402e0 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100c0 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 02eccf90 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100bc in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 0314c080 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100b8 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 030402b0 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Branch in Jump delay slot at 08c100b4 in block starting at 08c10000 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2022-12-11 |
Jump to invalid address: 02eccc40 |