Recent logs - WWE SmackDown vs. RAW 2007

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Game title Version Latest Report Message
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-27 sceDmacMemcpy(dest=0413daa0, src=0938d1d0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-26 sceDmacMemcpy(dest=0412d6d0, src=0927b570, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-25 sceDmacMemcpy(dest=0412e740, src=092b7f40, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-25 sceDmacMemcpy(dest=04132530, src=0931d870, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-25 sceDmacMemcpy(dest=040cc000, src=090f2410, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-24 sceDmacMemcpy(dest=04130e10, src=09312480, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.8.0-633-ge6a76e295 2020-02-24 sceDmacMemcpy(dest=04148430, src=093097e0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-18 sceDmacMemcpy(dest=041498c0, src=0937e7e0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-17 Load/Save function 19 not coded. Title: ULUS10199 Save: ULUS10199 File: SECURE17.002
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-17 Load/Save function 19 not coded. Title: ULUS10199 Save: ULUS10199 File: SECURE17.001
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-17 Load/Save function 19 not coded. Title: ULUS10199 Save: ULUS10199 File: SECURE17.000
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-17 sceDmacMemcpy(dest=0412af30, src=09308e90, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-17 sceDmacMemcpy(dest=0412bd90, src=0927bee0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0000f800 LM AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0000f800 LM AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0000f802 Tex LM TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-13 sceDmacMemcpy(dest=0410c010, src=09132570, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-12 sceDmacMemcpy(dest=041598b0, src=093e9780, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-12 sceDmacMemcpy(dest=0412fd50, src=092886c0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-02-12 sceDmacMemcpy(dest=04163b50, src=0940d0e0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 00000000:0000000a THR C #version 330 #define lowp #define mediump #define highp in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: draw2d #version 330 #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: draw2d #version 330 #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f71000:00000911 HWX T LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 #version 330 #define lowp #define mediump #define highp in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f41000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:4 #version 330 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f71111:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 #version 330 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 00000000:00000910 HWX T Tex #version 330 #define lowp #define mediump #define highp in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0000f000 AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0000f000 AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0080f002 Tex 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; 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 = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0000f822 Tex TexAlpha LM TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000001 Clear #version 330 #define lowp #define mediump #define highp in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000022 Tex TexAlpha TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; 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; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00800002 Tex 2x TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; 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 = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0080f822 Tex TexAlpha LM 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000000 #version 330 #define lowp #define mediump #define highp in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:06800002 Tex 2x StenToAlphaDual Sten0 TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00010000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0080f802 Tex LM 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000002 Tex TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; 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); fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f61000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 #version 330 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f71000:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 01f71000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 #version 330 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 00000000:0000001a THR C Tex #version 330 #define lowp #define mediump #define highp in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0000f822 Tex TexAlpha LM TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:000158a2 Tex TexAlpha LM TClamp TFuncMod AlphaTest0 == #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a > 0.002) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000802 Tex LM TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00015822 Tex TexAlpha LM TFuncMod AlphaTest0 == #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a > 0.002) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00000800 LM #version 330 #define lowp #define mediump #define highp in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0080d822 Tex TexAlpha LM 2x TFuncMod AlphaTest > #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00015802 Tex LM TFuncMod AlphaTest0 == #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; if (v.a > 0.002) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00800802 Tex LM 2x TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:00015ca2 Tex TexAlpha TexOffs LM TClamp TFuncMod AlphaTest0 == #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a > 0.002) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0080f002 Tex 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; 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 = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Fragment shader failed to compile with the following errors: 00000000:0080f822 Tex TexAlpha LM 2x TFuncMod AlphaTest >= #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
WWE SmackDown vs. RAW 2007 v1.9.3 2020-02-16 Error in shader compilation: info: Vertex shader failed to compile with the following errors: 00000000:00000b18 HWX C T N Tex #version 330 #define lowp #define mediump #define highp 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-08 __KernelStopThread: thread 279 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-03 __KernelStopThread: thread 888 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 744 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 941 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 698 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 3810 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 1329 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2007 v1.8.0 2020-01-26 sceDmacMemcpy(dest=04126c90, src=092e5250, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 953 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 696 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 298 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 942 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 340 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 943 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 931 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-02-02 __KernelStopThread: thread 295 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 817 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 933 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 932 does not exist
WWE SmackDown vs. RAW 2007 v1.9.4 2020-01-21 sceDmacMemcpy(dest=0414c020, src=09174c30, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 v1.6.3 2020-01-19 sceDmacMemcpy(dest=041452f0, src=09266960, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2020-01-05 sceDmacMemcpy(dest=04139ce0, src=093155b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.8.0 2019-12-31 sceDmacMemcpy(dest=0412aa00, src=0930d540, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 930 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 935 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 847 does not exist
WWE SmackDown vs. RAW 2007 v1.9.3 2019-12-27 sceDmacMemcpy(dest=0410c010, src=09136180, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-26 Unknown GetPointer 00000000 PC 08a82654 LR 08a82668
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-26 sceDmacMemcpy(dest=0412e210, src=09286a80, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-23 sceDmacMemcpy(dest=041508e0, src=093c6500, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-21 sceDmacMemcpy(dest=0414e030, src=0932dc00, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-21 sceDmacMemcpy(dest=04146cb0, src=093445f0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.8.0 2019-12-17 sceDmacMemcpy(dest=04146d70, src=09313fd0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-10 sceDmacMemcpy(dest=0416a520, src=094e9090, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-10 sceDmacMemcpy(dest=0410c010, src=08f9ed40, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 v1.8.0 2019-12-07 sceDmacMemcpy(dest=04144c00, src=093598b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-06 sceDmacMemcpy(dest=0412de60, src=09285140, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.9.4 2019-12-06 sceDmacMemcpy(dest=0412de60, src=092c9520, size=65552): overlapping read