Recent logs - Medal of Honor Heroes™

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Game title Version Latest Report Message
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™ v1.18.1-800-gb5c843ff72 2025-01-15 __KernelStopThread: thread 451 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.18.1-800-gb5c843ff72 2025-01-15 __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™ v1.17.1-334-g1786a4ddb 2024-11-30 __KernelStopThread: thread 458 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.18.1-810-g841eb115e2 2025-02-09 __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
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d50 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f580 PC 08dd7d50 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f4c0 PC 08dd7d44 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d40 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f540 PC 08dd7d40 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Trying to compile instruction 00000070 that can't be interpreted
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f480 PC 08dd7d34 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d30 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f500 PC 08dd7d30 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d2c in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f700 PC 08dd7d2c LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d28 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f700 PC 08dd7d28 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d24 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f700 PC 08dd7d24 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-07-06 Branch in Jump delay slot at 08dd7d20 in block starting at 08dd7d20
Medal of Honor Heroes™ v1.17.1 2024-07-06 Jump to invalid address: 0375f400 PC 08dd7d20 LR 089314f8
Medal of Honor Heroes™ v1.17.1 2024-06-25 __KernelStopThread: thread 1318 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.13.1 2024-06-16 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000
Medal of Honor Heroes™ v1.17.1 2024-05-26 __KernelStopThread: thread 444 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.17.1 2024-05-26 __KernelStopThread: thread 444 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.18.1 2024-12-17 Can't draw: No current render step. Step count: 0
Medal of Honor Heroes™ v1.17.1 2024-03-03 __KernelStopThread: thread 602 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.17.1 2024-03-03 __KernelStopThread: thread 602 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.17.1 2024-02-21 __KernelStopThread: thread 447 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.17.1 2024-02-12 ReadFromHardware: Invalid address 00000008 near PC 089cf53c LR 089cf5bc
Medal of Honor Heroes™ v1.17.1 2024-02-12 ReadFromHardware: Invalid address 00000009 near PC 089cf53c LR 089cf5bc
Medal of Honor Heroes™ v1.17.1 2024-02-11 __KernelStopThread: thread 460 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,409-0,60 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,341-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,272-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,203-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,134-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1240,66-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,409-0,60 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,341-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,272-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,203-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,134-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1242,66-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,409-0,60 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,341-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,272-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,203-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,134-0,66 / 1208,544
Medal of Honor Heroes™ v1.14.2 2024-01-29 UI scissor out of bounds in SavedataScreen: 1340,66-0,66 / 1208,544
Medal of Honor Heroes™ v1.18.1-162-gfe38e8822c 2025-01-07 __KernelStopThread: thread 508 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.16.6 2024-01-07 __KernelStopThread: thread 508 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.18.1-989-gd595899677 2025-02-03 __KernelStopThread: thread 442 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.16.6 2024-01-05 Block transfer invalid: 00000010/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
Medal of Honor Heroes™ v1.18.1-989-gd595899677 2025-02-03 __KernelStopThread: thread 442 does not exist (ApctlThread deleted)
Medal of Honor Heroes™ v1.16.3 2023-09-30 Branch in Jump delay slot at 0913f788 in block starting at 0913f784
Medal of Honor Heroes™ v1.13.1 2024-08-17 Failed to read valid video stream data from header
Medal of Honor Heroes™ v1.11.3 2023-09-14 Unimplemented HLE function Kprintf
Medal of Honor Heroes™ v1.11.3 2023-09-14 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Medal of Honor Heroes™ v1.11.3 2023-09-08 __KernelStopThread: thread 526 does not exist
Medal of Honor Heroes™ v1.15.4 2023-09-07 __KernelStopThread: thread 634 does not exist (helper deleted)
Medal of Honor Heroes™ v1.14.1 2023-08-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:79: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:125: '!=' : wrong o 01000000:80000b18 HWX C T N Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b18 HWX C T N Tex Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, wo
Medal of Honor Heroes™ v1.14.1 2023-08-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:78: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:124: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:127: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:173: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:176: '==' : wron 01000000:80000b10 HWX T N Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b10 HWX T N Tex Light: LightUberShader 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } swi