Recent logs - NARUTO: Ultimate Ninja Heroes

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Game title Version Latest Report Message
NARUTO: Ultimate Ninja Heroes v1.19.2 2025-07-01 An uneaten prefix at end of block: 0804cbc0
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 753,8-263,591 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 0,160-745,44 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 0,65-745,44 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 0,56-745,544 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 0,0-745,600 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.14.2 2025-06-25 UI scissor out of bounds in MainScreen: 0,0-745,57 / 600,1024
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 02008180 PC 08802070 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 0708c080 PC 08802060 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 02008100 PC 08802050 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 0708c0e0 PC 08802044 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802040 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 0708c080 PC 08802040 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 02008080 PC 08802030 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 0880202c in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 073f0a80 PC 0880202c LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802028 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 0717cd80 PC 08802028 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802024 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 073eff00 PC 08802024 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802020 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 0708c080 PC 08802020 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 02008000 PC 08802018 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802014 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Jump to invalid address: 071a2f00 PC 08802014 LR 088807a4
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2025-06-25 Branch in Jump delay slot at 08802010 in block starting at 08802000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction ce400000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 049c1037
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 9de10000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 00000cf5
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 00000578
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 WriteToHardware: Invalid address deadc9eb near PC 0803d520 LR 08000020
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 7ad50000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction ee200000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 00000278
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 Jump to invalid address: 03344000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction ed100000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction ec00000c
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 049b1000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 00121001
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 05786000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction b0000003
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 0006dfff
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-06-16 MIPSCompileOp: Invalid instruction 000009b5
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-05-09 MIPSCompileOp: Invalid instruction 7677767b
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-05-09 MIPSCompileOp: Invalid instruction ededfc00
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-04-25 sceDmacMemcpy(dest=04000000, src=096cf5a0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.17.1 2025-04-16 sceNetAdhocMatchingInit(8192) at 0897e728
NARUTO: Ultimate Ninja Heroes v1.9.4 2025-04-11 sceDmacMemcpy(dest=04000000, src=099f7740, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43a0c000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43a08000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 431b8000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43a10000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 431a8000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 42ea0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 430a0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43b8199a
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 438c0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43b7999a
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 42e80000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 426a0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43b7d99a
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43350000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 42e60000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43340000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43348000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43090000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 00230138
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 43323333
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 433e0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 436b0000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 430b8000
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 432c3333
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-26 MIPSCompileOp: Invalid instruction 42bf999a
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-23 sceDmacMemcpy(dest=04088000, src=096df560, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-03-21 Unknown GetPointerWrite 00000000 PC 089b3b88 LR 089b3b88
NARUTO: Ultimate Ninja Heroes v1.9.4 2025-03-08 ReadFromHardware: Invalid address ef2ab724 near PC ef2ab724 LR 08000018
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-02-19 Branch in Jump delay slot at 088095cc in block starting at 088095c4
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-02-19 Branch in Jump delay slot at 088095d0 in block starting at 088095c4
NARUTO: Ultimate Ninja Heroes v1.18.1 2025-02-19 MIPSCompileOp: Invalid instruction 7d7d3601
NARUTO: Ultimate Ninja Heroes v1.17.1-980-gabaea0197b 2025-02-17 Error in shader program link: info: (unknown reason) fs: 00180000:0600d400 TexAlpha StenToAlphaDual Sten0 AlphaTest > #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0600d400 TexAlpha StenToAlphaDual Sten0 AlphaTest > uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000120 HWX Cull #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000120 HWX Cull in vec3 position; 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 = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes v1.17.1-980-gabaea0197b 2025-02-17 Error in shader program link: info: (unknown reason) fs: 00180000:0a00d400 TexAlpha StenToAlphaDual Sten1 AlphaTest > #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0a00d400 TexAlpha StenToAlphaDual Sten1 AlphaTest > uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000120 HWX Cull #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000120 HWX Cull in vec3 position; 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 = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes v1.17.1-980-gabaea0197b 2025-02-17 Error in shader program link: info: (unknown reason) fs: 00190000:0000d400 TexAlpha AlphaTest > TestDiscardToZero #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00190000:0000d400 TexAlpha AlphaTest > TestDiscardToZero uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000002 THR #version 400 // Driver: Intel(R) HD Graphics - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000002 THR in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; 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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes v1.13.2 2025-02-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19792
NARUTO: Ultimate Ninja Heroes v1.13.2 2025-02-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200
NARUTO: Ultimate Ninja Heroes v1.13.2 2025-02-16 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.14 2025-02-09 UI scissor out of bounds in GameSettingsScreen: 120,0-483,272 / 574,272
NARUTO: Ultimate Ninja Heroes v1.17.1 2025-01-18 sceDmacMemcpy(dest=04088000, src=09a47ba0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.17.1 2025-01-16 sceDmacMemcpy(dest=04000000, src=096bf680, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.10.3 2024-12-31 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
NARUTO: Ultimate Ninja Heroes v1.18.1 2024-12-23 Unknown GetPointerWrite bf7ff972 PC 088207c0 LR 08821260
NARUTO: Ultimate Ninja Heroes v1.11.3 2024-12-20 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822d844, firstSym=0822d6c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d854, firstSym=0822d6e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d858, firstSym=0822d6e8, varData=00000000, extra=00000000
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:69: S0027: Cannot modify an input variable 01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:36: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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; in float h_depth; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable 00000000:00000012 THR Tex #version 320 es // Mali-T820 - 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 mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:32: S0027: Cannot modify an input variable 00000000:00000120 HWX Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable 01070000:00000b3c HWX C T N Fog Tex Light: MatUp:7 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:39: S0027: Cannot modify an input variable 01070000:00000b28 HWX C T N Light: MatUp:7 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:55: S0027: Cannot modify an input variable 01170000:00020b34 HWX T N Fog Tex UVEnv Light: 0: c:0 t:0 MatUp:7 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO: Ultimate Ninja Heroes v1.11.2-917-g89e70c319 2024-12-19 Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable 01070000:00000b34 HWX T N Fog Tex Light: MatUp:7 Cull #version 320 es // Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; v_color0.rgb = vec3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }