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| Game title |
Version |
Latest Report |
Message |
| Medal of Honor Heroes™ |
v1.19.3-1783-gd22f4b4741 |
2026-02-26 |
__KernelStopThread: thread 1246 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.19.3-1783-gd22f4b4741 |
2026-02-26 |
__KernelStopThread: thread 1246 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3-1456-g722178e205 |
2026-02-13 |
__KernelStopThread: thread 1055 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3-1456-g722178e205 |
2026-02-13 |
__KernelStopThread: thread 1055 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.19.3 |
2026-01-07 |
__KernelStopThread: thread 439 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3 |
2026-01-07 |
__KernelStopThread: thread 439 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.19.3-787-g5aa0856280 |
2025-12-02 |
__KernelStopThread: thread 754 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3-787-g5aa0856280 |
2025-12-02 |
__KernelStopThread: thread 754 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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 = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01b30044:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = 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;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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 = 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);
fragColor0 = v;
}
vs: 00000000:00000b1c HWX C T N Fog Tex
#version 300 es
precision highp float;
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;
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 = 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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 = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(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);
fragColor0 = v;
}
vs: 00000000:00000b1c HWX C T N Fog Tex
#version 300 es
precision highp float;
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;
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 = 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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;
if (v.a < 0.002) 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);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01930004:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = 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 * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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 = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(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);
fragColor0 = v;
}
vs: 01930004:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = 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 * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01830000:00000b1c HWX C T N Fog Tex Light: 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = 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 * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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 = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(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);
fragColor0 = v;
}
vs: 00000000:00000b1c HWX C T N Fog Tex
#version 300 es
precision highp float;
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;
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 = 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:01200000 Fog StenToAlpha StenUniform
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 00000000:0000010c HWX C Fog
#version 300 es
precision highp float;
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
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 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00e00002 Tex TexProj Fog 2x TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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 = textureProj(tex, v_texcoord);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0005095c HWX C T Fog Tex TexProjUV UVMtx
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
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 = color0;
v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.6.3 |
2025-11-22 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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 = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(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);
fragColor0 = v;
}
vs: 01030000:0000091c HWX C T Fog Tex Light: MatUp:3
#version 300 es
precision highp float;
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_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Medal of Honor Heroes™ |
v1.17.1-334-g1786a4ddb |
2025-10-06 |
__KernelStopThread: thread 544 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-09-20 |
__KernelStopThread: thread 619 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-09-20 |
__KernelStopThread: thread 619 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-09-17 |
__KernelStopThread: thread 513 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-09-17 |
__KernelStopThread: thread 513 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3 |
2025-10-05 |
Branch in Jump delay slot at 08dd67c8 in block starting at 08dd67c0 |
| Medal of Honor Heroes™ |
v1.19.3 |
2025-10-05 |
Branch in Jump delay slot at 08dd67c4 in block starting at 08dd67c0 |
| Medal of Honor Heroes™ |
v1.19.3 |
2025-10-05 |
Branch in Jump delay slot at 08dd6810 in block starting at 08dd67c0 |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-06-11 |
__KernelStopThread: thread 651 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-06-11 |
__KernelStopThread: thread 651 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-05-21 |
Ignoring invalid video decode address 0000000f/200 |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-04-30 |
__KernelStopThread: thread 762 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-04-30 |
__KernelStopThread: thread 762 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.10.2 |
2025-04-18 |
Could not setup streams, unexpected stream count: 46230 |
| Medal of Honor Heroes™ |
v1.10.2 |
2025-04-18 |
Unexpected mpeg first timestamp: 5579a080000 / 5873804509184 |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-04-08 |
__KernelStopThread: thread 744 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-04-08 |
__KernelStopThread: thread 744 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-09-20 |
__KernelStopThread: thread 447 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-24 |
__KernelStopThread: thread 601 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-24 |
__KernelStopThread: thread 601 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-11-07 |
__KernelStopThread: thread 440 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-11-07 |
__KernelStopThread: thread 440 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-353-gcc9a25cffa |
2025-03-15 |
__KernelStopThread: thread 622 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-353-gcc9a25cffa |
2025-03-15 |
__KernelStopThread: thread 622 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-15 |
__KernelStopThread: thread 458 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.17.1 |
2025-03-08 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
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)) {
|
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-06 |
__KernelStopThread: thread 691 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-06 |
__KernelStopThread: thread 691 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-01 |
__KernelStopThread: thread 2738 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-01 |
__KernelStopThread: thread 2738 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 1004 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 1004 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 509 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 509 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 716 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-1101-g4ff642ccc8 |
2025-02-27 |
__KernelStopThread: thread 716 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-21 |
__KernelStopThread: thread 448 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-21 |
__KernelStopThread: thread 448 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-21 |
__KernelStopThread: thread 527 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-21 |
__KernelStopThread: thread 527 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-02 |
__KernelStopThread: thread 507 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-02-02 |
__KernelStopThread: thread 507 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-01-27 |
__KernelStopThread: thread 3479 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-01-27 |
__KernelStopThread: thread 3479 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3 |
2025-10-05 |
__KernelStopThread: thread 451 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.19.3 |
2025-10-05 |
__KernelStopThread: thread 451 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.17.1-334-g1786a4ddb |
2025-01-13 |
__KernelStopThread: thread 732 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1-162-gfe38e8822c |
2025-01-07 |
__KernelStopThread: thread 511 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1-162-gfe38e8822c |
2025-01-07 |
__KernelStopThread: thread 511 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2024-12-27 |
MPEG user data found |
| Medal of Honor Heroes™ |
v1.18.1 |
2024-12-01 |
__KernelStopThread: thread 452 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.18.1 |
2024-12-01 |
__KernelStopThread: thread 452 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2025-03-15 |
__KernelStopThread: thread 458 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.19.3-787-g5aa0856280 |
2025-11-27 |
__KernelStopThread: thread 441 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2024-11-11 |
__KernelStopThread: thread 562 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.18.1 |
2024-11-11 |
__KernelStopThread: thread 562 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-11-01 |
No DL ID available to enqueue |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-11-01 |
Bad bounding box data: 000008 |
| Medal of Honor Heroes™ |
v1.17.1-334-g1786a4ddb |
2024-10-15 |
__KernelStopThread: thread 1062 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.17.1-334-g1786a4ddb |
2024-10-15 |
__KernelStopThread: thread 1062 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-10-03 |
__KernelStopThread: thread 536 does not exist (ApctlThread deleted) |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-10-03 |
__KernelStopThread: thread 536 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-10-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
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)) {
o |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
Failed to allocate memory for ELF! |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE System): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Texture): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE File): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-30 |
sceKernelCreateThread(name=PGE Gfx): unsupported attributes 00000006 |
| Medal of Honor Heroes™ |
v1.14.2 |
2024-08-27 |
UI scissor out of bounds in GameSettingsScreen: 348,0-1289,720 / 1554,720 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-08-22 |
__KernelStopThread: thread 673 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.11.3 |
2024-07-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Branch in Jump delay slot at 08dd7d70 in block starting at 08dd7d20 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Trying to compile instruction 00000031 that can't be interpreted |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Jump to invalid address: 0375f540 PC 08dd7d64 LR 089314f8 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Branch in Jump delay slot at 08dd7d60 in block starting at 08dd7d20 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Jump to invalid address: 0375f5c0 PC 08dd7d60 LR 089314f8 |
| Medal of Honor Heroes™ |
v1.17.1 |
2024-07-06 |
Jump to invalid address: 0375f500 PC 08dd7d54 LR 089314f8 |