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Game title |
Version |
Latest Report |
Message |
Metal Gear AC!D 2 |
v1.17.1 |
2024-08-03 |
Jump to invalid address: 05696640 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-08-03 |
Jump to invalid address: 05695940 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-08-03 |
Jump to invalid address: 05695e40 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-08-03 |
Jump to invalid address: 05693180 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-08-03 |
Jump to invalid address: 05693600 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-07-16 |
Jump to invalid address: 0536da80 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-07-16 |
Jump to invalid address: 054504c0 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-04-07 |
Jump to invalid address: 05693540 |
Metal Gear AC!D 2 |
v1.16.6 |
2024-01-13 |
Jump to invalid address: 0521f200 |
Metal Gear AC!D 2 |
v1.16.6 |
2024-01-11 |
Jump to invalid address: 05693440 |
Metal Gear AC!D 2 |
v1.16.6 |
2024-01-10 |
Jump to invalid address: 05693d80 |
Metal Gear AC!D 2 |
v1.16.6 |
2023-12-10 |
Jump to invalid address: 05304280 |
Metal Gear AC!D 2 |
v1.16.6 |
2023-11-30 |
Jump to invalid address: 05377d40 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-04-11 |
Branch in branch delay slot at 089c273c with different target |
Metal Gear AC!D 2 |
v1.17.1 |
2024-04-11 |
Branch in branch delay slot at 089c2734 with different target |
Metal Gear AC!D 2 |
v1.17.1 |
2024-04-11 |
Branch in branch delay slot at 089c2730 with different target |
Metal Gear AC!D 2 |
v1.14.1 |
2023-08-29 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1262,720 / 1504,720 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
MIPSCompileOp: Invalid instruction 007a00f9 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
MIPSCompileOp: Invalid instruction 00000079 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
MIPSCompileOp: Invalid instruction 00000075 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
MIPSCompileOp: Invalid instruction 00780114 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
Jump to invalid address: 05218080 |
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-14 |
__KernelStopThread: thread 538 does not exist (helper deleted) |
Metal Gear AC!D 2 |
v1.15.4 |
2023-06-29 |
Jump to invalid address: 05692e40 |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
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 (ldot >= 0.0) {
ldo |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:283: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:283: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:283: 'assign' : l-value required (can't modify a const)
01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
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(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_matspec |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex 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 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_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:289: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:289: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:289: 'assign' : l-value required (can't modify a const)
01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b31 HWX T N LM 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 lowp vec3 v_color1;
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) {
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:49: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:49: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:49: 'assign' : l-value required (can't modify a const)
00000000:00000b38 HWX C T N Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b38 HWX C T N Tex 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 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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN 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 (ldot >= |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:283: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:283: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:283: 'assign' : l-value required (can't modify a const)
01000000:80004b20 HWX T N Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b20 HWX T N Light: LightUberShader TessRevN Cull
in vec3 position;
in mediump vec3 normal;
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(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);
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:39: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:39: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:39: 'assign' : l-value required (can't modify a const)
00000000:00000038 C Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000038 C Tex Cull
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform lowp float u_rotation;
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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 pos = position;
vec4 outPos = pos;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00004938 HWX C T Tex TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00004938 HWX C T Tex TessRevN 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 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_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:289: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:289: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:289: 'assign' : l-value required (can't modify a const)
01000000:80004b31 HWX T N LM Tex Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b31 HWX T N LM Tex Light: LightUberShader TessRevN 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 lowp vec3 v_color1;
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 |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:49: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:49: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:49: 'assign' : l-value required (can't modify a const)
00000000:00004b38 HWX C T N Tex TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00004b38 HWX C T N Tex TessRevN 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 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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Metal Gear AC!D 2 |
v1.15.4 |
2023-07-15 |
Branch in branch delay slot at 089c2814 with different target |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-12 |
MIPSCompileOp: Invalid instruction 0000004e |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-12 |
MIPSCompileOp: Invalid instruction 00000045 |
Metal Gear AC!D 2 |
v1.14.4 |
2023-04-12 |
MIPSCompileOp: Invalid instruction 0000003a |
Metal Gear AC!D 2 |
v1.13.2 |
2022-09-21 |
Jump to invalid address: 0528e000 |
Metal Gear AC!D 2 |
v1.13.2 |
2022-09-21 |
Jump to invalid address: 05290d80 |
Metal Gear AC!D 2 |
v1.13.2 |
2022-09-21 |
Jump to invalid address: 05417c00 |
Metal Gear AC!D 2 |
v1.13.2 |
2022-09-21 |
Jump to invalid address: 0590f500 |
Metal Gear AC!D 2 |
v1.10.3 |
2022-09-24 |
Render to texture using CLUT with different strides 48 != 512 |
Metal Gear AC!D 2 |
v1.11.3 |
2022-01-15 |
Jump to invalid address: 05693640 |
Metal Gear AC!D 2 |
v1.12.2 |
2021-10-20 |
Jump to invalid address: 05695180 |
Metal Gear AC!D 2 |
v1.11.3 |
2021-05-16 |
Jump to invalid address: 0521e400 |
Metal Gear AC!D 2 |
v1.11.3 |
2021-05-16 |
Jump to invalid address: 05669c40 |
Metal Gear AC!D 2 |
v1.11.3 |
2021-05-16 |
Jump to invalid address: 0521ebc0 |
Metal Gear AC!D 2 |
v1.11.3 |
2021-05-16 |
Jump to invalid address: 0521ffc0 |
Metal Gear AC!D 2 |
v1.17.1 |
2024-07-12 |
Unimplemented HLE function Kprintf |
Metal Gear AC!D 2 |
v1.17.1 |
2024-07-12 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
Metal Gear AC!D 2 |
v1.10.3 |
2022-08-27 |
Unknown syscall in known module 'SysMemForKernel': 0xeb7a74db |
Metal Gear AC!D 2 |
v1.10.3 |
2022-08-27 |
Unknown syscall in known module 'SysMemForKernel': 0x7b749390 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 058c4700 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 05851fc0 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 056cea40 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 05668e40 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 05851e00 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 05655600 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Jump to invalid address: 057b8700 |
Metal Gear AC!D 2 |
v1.9.4 |
2020-06-17 |
Render to texture with incompatible formats 5 != 3 at 04110000 |
Metal Gear AC!D 2 |
v1.9.4 |
2022-09-28 |
Branch in RSRTComp delay slot at 089c2738 in block starting at 089c2738 |
Metal Gear AC!D 2 |
v1.9.4 |
2022-09-28 |
Branch in RSRTComp delay slot at 089c2730 in block starting at 089c2728 |
Metal Gear AC!D 2 |
v1.9.3-80-g73bf6098e |
2020-02-13 |
Render to texture using CLUT with different strides 224 != 240 |
Metal Gear AC!D 2 |
v1.9.3 |
2019-10-14 |
Jump to invalid address: 022cb650 |
Metal Gear AC!D 2 |
v1.9.3 |
2019-10-14 |
Jump to invalid address: 05203340 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 058bc940 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 05956200 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 05956040 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 056f5d00 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 0576f080 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-07-06 |
Jump to invalid address: 0570a7c0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 0544d600 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 055019c0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04f39000 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 0544d440 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 052d8040 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 0525ef00 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 053b3d40 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 0527ac40 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df82c0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8280 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8480 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8180 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8340 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8200 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8780 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8cc0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 05377600 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df80c0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df7c80 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8000 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8c00 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df7c00 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df9640 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df7e80 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df7fc0 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df7f80 |
Metal Gear AC!D 2 |
v1.8.0 |
2019-06-30 |
Jump to invalid address: 04df8080 |