Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.13.2 2022-12-04 WriteToHardware: Invalid address 00000158 near PC 08a3c0e8 LR 08a3bf08
Call of Duty : Roads to Victory™ v1.13.2 2022-12-03 WriteToHardware: Invalid address 0000020c near PC 08a29d20 LR 08a29a64
Call of Duty : Roads to Victory™ v1.13.2 2022-11-29 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.13.2 2022-11-27 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]. 03f10444:41c00b34 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texco
Call of Duty : Roads to Victory™ v1.13.2 2022-11-26 WriteToHardware: Invalid address 000003e4 near PC 08a76528 LR 08a76518
Call of Duty : Roads to Victory™ v1.12.3 2022-11-25 80630007=sceAtracSetData(0, 08d19800, 00010000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-25 Jump to invalid address: 02321c0c PC 088b0085 LR 088b0085
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 WriteToHardware: Invalid address 00003c50 near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 02140b60
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 02140ad0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 02134110
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 021401e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 02016ce0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 02017810
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0288ddb0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 053402d0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23754 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533f920
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23750 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05341340
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a2374c in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340050
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23748 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340000
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23744 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340370
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23740 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533fa60
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a2373c in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340410
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23738 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533ffb0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23734 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533ff60
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23730 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533fb50
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a2372c in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533f970
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23728 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340230
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23724 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 053403c0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a23720 in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0533f6a0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Branch in Jump delay slot at 08a2371c in block starting at 08a232e0
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 05340190
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 06b70e80
Call of Duty : Roads to Victory™ v1.13.2 2022-11-24 Jump to invalid address: 0288db40
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 30, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 29, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 28, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 27, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 26, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 24, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 23, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 22, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 21, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 20, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 19, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.13.2 2022-11-23 sceSasSetADSRMode(08a86580, 18, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.9.0 2022-11-20 Jump to invalid address: 0675ad00
Call of Duty : Roads to Victory™ v1.13.2 2022-11-17 WriteToHardware: Invalid address 0000020c near PC 08a1a458 LR 08a1db90
Call of Duty : Roads to Victory™ v1.13.2 2022-11-15 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.8.0 2022-11-15 Branch in RSZeroComp delay slot at 088b00b5 in block starting at 088b00a9
Call of Duty : Roads to Victory™ v1.13.2 2022-12-01 Truncating vertex count from 22116 to 21845
Call of Duty : Roads to Victory™ v1.13.2 2022-11-13 Failed decrypting the PRX (ret = -4, size = 5107456, psp_size = 5107792)!
Call of Duty : Roads to Victory™ v1.13.2-1907-g945288f4b 2022-11-12 Attempting to texture from current render target (src=04110000 / target=04110000 / flags=7), making a copy
Call of Duty : Roads to Victory™ v1.12.3 2022-11-05 ReadFromHardware: Invalid address 0000038f near PC 08805f60 LR 08805f60
Call of Duty : Roads to Victory™ v1.12.3 2022-11-05 ReadFromHardware: Invalid address 000002e4 near PC 0885295c LR 08852964
Call of Duty : Roads to Victory™ v1.13.2 2022-11-04 WriteToHardware: Invalid address 000003e4 near PC 089c035c LR 089c0304
Call of Duty : Roads to Victory™ v1.13.2 2022-11-04 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Call of Duty : Roads to Victory™ v1.13.2 2022-11-03 Unimplemented HLE function sceNetResolverCreate
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00004500): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00012e00): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00005000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 0000d800): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00018700): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d4b1c0, 00004c00): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.13.2 2022-11-01 WriteToHardware: Invalid address 00000158 near PC 08a1146c LR 08a115c4
Call of Duty : Roads to Victory™ v1.13.2 2022-10-29 WriteToHardware: Invalid address 000003e4 near PC 08a3c648 LR 08a3bf08
Call of Duty : Roads to Victory™ v1.13.2 2022-10-28 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888): [C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false] [C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false]
Call of Duty : Roads to Victory™ v1.9.4 2022-10-27 WriteToHardware: Invalid address 000003e4 near PC 08aca16c LR 08ac9ad4
Call of Duty : Roads to Victory™ v1.12.1 2022-10-22 WriteToHardware: Invalid address 000003e4 near PC 08a1aa0c LR 08a1a8cc
Call of Duty : Roads to Victory™ v1.11.3 2022-10-20 WriteToHardware: Invalid address 000003e4 near PC 089c05d4 LR 089c05d4
Call of Duty : Roads to Victory™ v1.13.2-2163-gb62790fd0 2022-12-02 00000400=sceGeEdramSetAddrTranslation(00000400)
Call of Duty : Roads to Victory™ v1.11.3 2022-10-16 WriteToHardware: Invalid address 000003e4 near PC 08a29d20 LR 08a29a64
Call of Duty : Roads to Victory™ v1.13.2 2022-10-15 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]. 03f10444:41c00b34 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.
Call of Duty : Roads to Victory™ v1.13.2 2022-10-15 __KernelStopThread: thread 661 does not exist
Call of Duty : Roads to Victory™ v1.13.2 2022-10-14 WriteToHardware: Invalid address 000003e4 near PC 089f09e0 LR 089f09e0
Call of Duty : Roads to Victory™ v1.13.2 2022-10-14 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.13.2 2022-10-13 Error in shader compilation: info: ERROR: 0:34: 'gl_ClipDistance' : undeclared identifier ERROR: 0:34: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:34: 'assign' : l-value required (can't modify a const) 00000000:00000038 C Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.13.2 2022-10-13 Error in shader compilation: info: ERROR: 0:38: 'gl_ClipDistance' : undeclared identifier ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:38: 'assign' : l-value required (can't modify a const) 00000000:0001003c C Fog Tex TexProjPos UVMtx Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in highp float fog; in vec3 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = texcoord; v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.13.2 2022-10-13 Error in shader compilation: info: ERROR: 0:38: 'gl_ClipDistance' : undeclared identifier ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:38: 'assign' : l-value required (can't modify a const) 00000000:0000003c C Fog Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.13.2 2022-10-13 Error in shader compilation: info: ERROR: 0:38: 'gl_ClipDistance' : undeclared identifier ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:38: 'assign' : l-value required (can't modify a const) 00000000:00000034 Fog Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.13.2 2022-10-13 Error in shader compilation: info: ERROR: 0:34: 'gl_ClipDistance' : undeclared identifier ERROR: 0:34: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:34: 'assign' : l-value required (can't modify a const) 00000000:00010038 C Tex TexProjPos UVMtx Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec3 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = texcoord; v_color0 = color0; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.9.0 2022-10-13 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
Call of Duty : Roads to Victory™ v1.13.2 2022-10-07 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000