Recent logs - GTA: Liberty City Stories

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Game title Version Latest Report Message
GTA: Liberty City Stories v1.8.0 2019-04-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000015b, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.5.4-998-g08f26439c 2019-04-18 sceKernelLoadModuleByID: unsupported options size=1091f328, flags=1091f32c, pos=0, access=1, data=278000432, text=278000436
GTA: Liberty City Stories v1.8.0 2019-04-16 ReadFromHardware: Invalid address 00000007 near PC 00000007 LR 088c0658
GTA: Liberty City Stories v1.6.3 2019-04-11 Unknown GE command : 393e4b44
GTA: Liberty City Stories v1.8.0 2019-04-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000168, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.8.0 2019-03-31 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000176, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3 2019-03-30 WriteToHardware: Invalid address 43506800 near PC 0886b068 LR 0895178c
GTA: Liberty City Stories v1.6.3 2019-03-30 ReadFromHardware: Invalid address 43506800 near PC 0886b05c LR 0895178c
GTA: Liberty City Stories v1.7.5 2019-03-30 Unexpected mpeg first timestamp: e9a9bbcea5 / 1003575037605
GTA: Liberty City Stories v1.8.0 2019-03-29 Unknown GetPointer 00000000 PC 088b177c LR 088b177c
GTA: Liberty City Stories v1.4.2 2019-03-28 Wrong magic number 55555555
GTA: Liberty City Stories v1.6.3-432-gfd6c3145d 2019-03-24 Error in shader program link: info: (unknown reason) fs: 00010000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000914 HWX T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
GTA: Liberty City Stories v1.8.0 2019-03-25 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
GTA: Liberty City Stories v1.8.0 2019-03-25 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
GTA: Liberty City Stories v1.8.0 2019-04-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
GTA: Liberty City Stories v1.8.0 2019-04-13 Unknown GetPointer 00000000 PC 08a07c88 LR 08a07c88
GTA: Liberty City Stories v1.8.0 2019-04-20 Unknown GetPointer 00000000 PC 08ab3cb4 LR 08000020
GTA: Liberty City Stories v1.8.0 2019-04-14 Unknown GetPointer 00000000 PC 08a07b04 LR 08a07b04
GTA: Liberty City Stories v1.8.0 2019-04-12 Unknown GetPointer 00000000 PC 08ae9e4c LR 08000030
GTA: Liberty City Stories v1.7.1 2019-03-18 ReadFromHardware: Invalid address 00000560 near PC 08888e90 LR 08888ea0
GTA: Liberty City Stories v1.6.3 2019-03-18 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0000d0a2 Tex TexAlpha Flat TClamp TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
GTA: Liberty City Stories v1.6.3 2019-03-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3 2019-03-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3-432-gfd6c3145d 2019-03-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000009a4, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-03-09 Error in shader program link: info: (unknown reason) fs: postshader /* Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) Copyright (C) 2011-2015 Hyllian - [email protected] Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif #define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding #define CornerB 0 //ON:1/OFF:0 / activate only one #define CornerD 0 //ON:1/OFF:0 // CornerC //used as default if none of the above is defined const float XBR_SCALE = 3.0; const float lv2_cf = 2.0; const float coef = 2.0; const vec3 rgbw = vec3(14.352, 28.176, 5.472); const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25); uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; // Difference between vector components. vec4 df(vec4 A, vec4 B) { return vec4(abs(A-B)); } // Compare two vectors and return their components are different. vec4 diff(vec4 A, vec4 B) { return vec4(notEqual(A, B)); } // Determine if two vector components are equal based on a threshold. vec4 eq(vec4 A, vec4 B) { return (step(df(A, B), eq_threshold)); } // Determine if two vector components are NOT equal based on a threshold. vec4 neq(vec4 A, vec4 B) { return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B)); } float c_df(vec3 c1, vec3 c2) { vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } void main() { bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule vec4 irlv0, irlv1, irlv2l, irlv2u; vec4 fx, fx_l, fx_u; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_u = delta_l.yxwz; vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, Tex
GTA: Liberty City Stories v1.7.5 2019-03-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000020c, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.2 2019-03-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 --NATIVE-DATA-BOUNDARY-1109m-data; name="verify" Content-Length: 210 Content-Transfer-Encoding: binary sceKernelLoadModuleByID: unsupported options size=%08x, flags=%08x, pos=%d, access=%d, data=%d, text=%dsceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.2 2019-03-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 --NATIVE-DATA-BOUNDARY-089am-data; name="verify" Content-Length: 210 Content-Transfer-Encoding: binary sceKernelLoadModuleByID: unsupported options size=%08x, flags=%08x, pos=%d, access=%d, data=%d, text=%dsceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.5 2019-03-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000165, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-03-12 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.5 2019-03-12 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-02-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000194, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-02-15 Unknown GetPointer 00000000 PC 08aed4e8 LR 08aed3e0
GTA: Liberty City Stories v1.7.5 2019-02-15 Attempting to texture from target (src=00162000 / target=00162000 / flags=7)
GTA: Liberty City Stories v1.7.4 2019-04-18 Unknown GetPointer 00000000 PC 00000000 LR 00000000
GTA: Liberty City Stories v1.7.5 2019-01-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000018b, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000013c, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000017d, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.5.2 2019-03-28 Wrong magic number 00000000
GTA: Liberty City Stories v1.7.2 2018-12-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000135, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2018-12-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000131, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000142, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3 2018-12-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000015f, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.2 2018-11-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000016a, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.2 2018-11-21 Render to texture with incompatible formats 3 != 1 at 00000000
GTA: Liberty City Stories v1.8.0-61-g8220a348b 2019-04-20 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
GTA: Liberty City Stories v1.6.3 2018-11-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000148, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3-432-gfd6c3145d 2018-11-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000015e, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.2 2018-11-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000179, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3 2018-11-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000154, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.2 2018-11-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001a3, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.7.5 2019-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.6.3 2018-10-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000189, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.5.4-987-g30c3fd63e 2018-10-11 sceKernelLoadModuleByID: unsupported options size=1091d300, flags=1091d304, pos=0, access=1, data=277992200, text=277992204
GTA: Liberty City Stories v1.6.3 2018-09-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001b6, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.8.0 2019-04-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000139, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 00000008
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 0000000e
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 00000010
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 0000001c
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 0000ffff
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 00000002
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 00000028
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 00000034
GTA: Liberty City Stories v1.4 2018-09-11 Wrong magic number 0000002c
GTA: Liberty City Stories v1.7.2 2018-11-04 WriteToHardware: Invalid address 00000000 near PC 088b28f0 LR 088b28f0
GTA: Liberty City Stories v1.7.5 2019-03-08 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00000b08 HWX C T N #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00000300 HWX N #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00000b18 HWX C T N Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 40000000:0000001a THR C Tex Flat #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 40000000:0000000a THR C Flat #version 100 precision highp float; 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); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00004000:0000d000 Flat AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00004000:0000d002 Tex Flat TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00004000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00200802 Tex LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00a09822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest < #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 01170000:00000b05 HWX T N LM Fog Light: 0: c:0 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:0000d002 Tex TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00002a82:00800802 Tex LM 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 01070000:00000315 HWX N LM Fog Tex Light: MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 01370000:00120b11 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos1), worldnormal)) * 0.5, 1.0); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00200800 LM Fog #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00000082 Tex TClamp TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:000000a2 Tex TexAlpha TClamp TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:00000012 THR Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:0000d000 AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:0020d800 LM Fog AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 00000000:0000000a THR C #version 100 precision highp float; 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); }
GTA: Liberty City Stories v1.6.3 2018-09-05 Error in shader compilation: info: 01070000:0000091d HWX C T LM Fog Tex Light: MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }