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Game title |
Version |
Latest Report |
Message |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14 |
2024-03-18 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-03-15 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.2 |
2024-03-10 |
UI scissor out of bounds in ComboKeyScreen: 277,75-538,1738 / 1813,816 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.2 |
2024-03-10 |
UI scissor out of bounds in ComboKeyScreen: 617,34-3412,334 / 1813,816 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.2 |
2024-03-10 |
UI scissor out of bounds in TouchControlLayoutScreen: 383,687-414,1109 / 1813,816 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.2 |
2024-03-10 |
UI scissor out of bounds in TouchControlLayoutScreen: 81,0-303,1814 / 1813,816 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.2 |
2024-03-10 |
UI scissor out of bounds in TouchControlLayoutScreen: 852,56-3136,303 / 1813,816 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-06 |
ReadFromHardware: Invalid address 11d80a14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-06 |
ReadFromHardware: Invalid address 11d80a10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.13.2 |
2024-03-05 |
Unexpected mpeg first timestamp: 4c207968e72 / 5231397473906 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-05 |
ReadFromHardware: Invalid address 12803a14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-05 |
ReadFromHardware: Invalid address 12803a10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-05 |
ReadFromHardware: Invalid address 1291da94 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-05 |
ReadFromHardware: Invalid address 1291da90 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-04 |
ReadFromHardware: Invalid address 11d41a14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-04 |
ReadFromHardware: Invalid address 11d41a10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbeb18, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbebb8, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-02-24 |
ReadFromHardware: Invalid address 11e41b94 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-02-24 |
ReadFromHardware: Invalid address 11e41b90 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-24 |
Unknown GetPointerWrite 0a000840 PC 08995b04 LR 0893e5c4 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-21 |
Unknown GetPointer 00000000 PC 08995ac4 LR 089a000c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-02-18 |
ReadFromHardware: Invalid address 11d54a14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-02-18 |
ReadFromHardware: Invalid address 11d54a10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-02 |
ReadFromHardware: Invalid address 11d9aa14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17-88-g81703c77f |
2024-03-02 |
ReadFromHardware: Invalid address 11d9aa10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 00014420): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 0000f9c0): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 0001ba40): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.12.3 |
2024-02-17 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-10 |
__KernelStopThread: thread 413 does not exist (ApctlThread deleted) |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.13.2 |
2024-02-09 |
ReadFromHardware: Invalid address 12678a14 near PC 088951a8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.13.2 |
2024-02-09 |
ReadFromHardware: Invalid address 12678a10 near PC 08895198 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-09 |
ReadFromHardware: Invalid address 1298dc3f near PC 08894eb8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-09 |
ReadFromHardware: Invalid address 11d17ebf near PC 08894eb8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-09 |
ReadFromHardware: Invalid address 12999cbf near PC 08894eb8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-02-09 |
ReadFromHardware: Invalid address 12836b3f near PC 08894eb8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.4 |
2024-01-29 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bfeec0, 00001000, 00040000): invalid RIFF header |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2024-01-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=02000200, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2024-01-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=1, text=1 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.15.4-136-g7519af848 |
2024-01-13 |
__KernelStopThread: thread 444 does not exist (ApctlThread deleted) |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-31 |
WriteToHardware: Invalid address 3f7ea7fa near PC 0893bfdc LR 0893bfdc |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42e2c000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43e90000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42e0c000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 4313a000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43006000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 4312a000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43c12000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42fec000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 438ce000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43c1a000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 438d6000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 4311a000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43c16000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 002300be |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42fcc000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 438d2000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 437c8000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 434a0000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 437b8000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42d40000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43490000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42d60000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 41100000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 437a8000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42d50000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43480000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 41080000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43310000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 432b0000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 42c20000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43880000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-24 |
MIPSCompileOp: Invalid instruction 43f00000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.15.3 |
2023-12-23 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:151: 'outerProduct' : no matching overloaded function found
ERROR: 0:151: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
80000000:00000b08 HWX C T N Bezier
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 80000000:00000b08 HWX C T N Bezier
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z) * 3;
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (3 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (0 + point_pos.x);
index_v = (1 + point_pos.y);
_pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-19 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-11 |
ReadFromHardware: Invalid address 1262ca14 near PC 08895170 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-11 |
ReadFromHardware: Invalid address 1262ca10 near PC 08894a70 LR 08894a3c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:00000400 TexAlpha Flat
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00000400 TexAlpha Flat
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 40000000:00000920 HWX T Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000920 HWX T Flat Cull
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:0001d402 Tex TexAlpha TFuncMod AlphaTest0 >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0001d402 Tex TexAlpha TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000928 HWX C T Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:00000400 TexAlpha
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000400 TexAlpha
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 00000000:00000128 HWX C Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000128 HWX C Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:00000402 Tex TexAlpha Flat TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00000402 Tex TexAlpha Flat TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 40000000:00000928 HWX C T Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000928 HWX C T Flat Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:00000402 Tex TexAlpha TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000402 Tex TexAlpha TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000928 HWX C T Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000920 HWX T Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:00000402 Tex TexAlpha TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000402 Tex TexAlpha TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000920 HWX T Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:00200400 Fog TexAlpha
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00200400 Fog TexAlpha
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000128 HWX C Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000128 HWX C Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:00200402 Tex Fog TexAlpha TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00200402 Tex Fog TexAlpha TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000920 HWX T Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:00200402 Tex Fog TexAlpha Flat TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00200402 Tex Fog TexAlpha Flat TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:00000920 HWX T Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 310M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000920 HWX T Flat Cull
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2023-12-03 |
UI scissor out of bounds in MainScreen: 0,1420-360,1460 / 720,1440 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2023-12-03 |
UI scissor out of bounds in MainScreen: 0,1249-360,1631 / 720,1440 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-03 |
ReadFromHardware: Invalid address bf33146e near PC 08995c0c LR 0893fc00 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-03 |
Unknown GetPointer 00000012 PC 08933a2c LR 08933a34 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-02 |
Unknown GetPointer 000000e4 PC 08933a2c LR 08933a34 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-02 |
ReadFromHardware: Invalid address 11fbfcbf near PC 08894eb8 LR 08894a70 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-02 |
WriteToHardware: Invalid address 00000008 near PC 089368b8 LR 0893689c |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-01 |
WriteToHardware: Invalid address 00002e25 near PC 08000000 LR 08000000 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.16.6 |
2023-12-01 |
Branch in RSRTComp delay slot at 08800874 in block starting at 08800874 |