To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-03-18 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-03-12 |
Unknown GE command : 52000001 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-03-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08af0100, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-03-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-03-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.8.0 |
2024-02-25 |
Lots of blits needed for obscure blending: 49 per frame, blend 0/0/5 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-18 |
Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Branch in Jump delay slot at 08c20c10 in block starting at 08c20bf8 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Branch in Jump delay slot at 08c20c0c in block starting at 08c20bf8 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Branch in Jump delay slot at 08c20bf8 in block starting at 08c20bf8 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
MIPSCompileOp: Invalid instruction 000089b8 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Jump to invalid address: 0360a2c0 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Jump to invalid address: 03635900 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Jump to invalid address: 036358c0 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2024-02-17 |
Jump to invalid address: 06152080 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 000031e0): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00002b20): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00010200): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-02-11 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-02-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-01-25 |
__KernelStopThread: thread 318 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-01-19 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-01-06 |
__KernelStopThread: thread 322 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2024-01-06 |
__KernelStopThread: thread 340 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08aea6b0, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=09ee9e80, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0000d400 TexAlpha 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))
// 00180000:0000d400 TexAlpha 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;
void main() {
vec4 v = v_color0;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000120 HWX Light: LightUberShader 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))
// 01000000:80000120 HWX Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0000d402 Tex TexAlpha TFuncMod 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))
// 00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 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))
// 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(an |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
Error in shader program link: info: (unknown reason)
fs: 00180000:00000402 Tex TexAlpha TFuncMod
#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))
// 00180000:00000402 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: 01000000:80000b20 HWX T N Light: LightUberShader 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))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_l |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-28 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod 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))
// 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = 1.0;
vec4 v = p * t;
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: 00000000:00000002 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 |
v1.16.6 |
2023-12-28 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0000d082 Tex TClamp TFuncMod 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))
// 00180000:0000d082 Tex TClamp TFuncMod AlphaTest >
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = 1.0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
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 |
v1.16.6 |
2023-12-22 |
sceDmacMemcpy(dest=04000000, src=0960f480, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout 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: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01170000:00020b14 HWX T N Fog Tex UVEnv Light: 0: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
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 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:00000b14 HWX T N Fog Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0000d082 Tex TClamp TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
float mymod(float a, float b) { return a - b * floor(a / b); }
void main() {
vec2 fixedcoord = vec2(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 01170000:00020b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
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 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: cannot find a matched output for input v_fogdepth
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000910 HWX T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01070000:00000b10 HWX T N Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0000d000 AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000002 THR
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-12-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 01070000:00000b10 HWX T N Tex Light: MatUp:7
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
ReadFromHardware: Invalid address 3f80008c near PC 08830968 LR 08830968 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
ReadFromHardware: Invalid address 3f800080 near PC 08841c4c LR 08841c4c |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
WriteToHardware: Invalid address 295ee0f0 near PC 08837e6c LR 08837e6c |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
WriteToHardware: Invalid address 295ee11c near PC 08837e6c LR 08837e6c |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
WriteToHardware: Invalid address 295ee11a near PC 08837e6c LR 08837e6c |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-14 |
ReadFromHardware: Invalid address 292d6f8a near PC 088591ac LR 08859410 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-12-12 |
UI scissor out of bounds in GamePauseScreen: 609,22-340,522 / 544,967 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-12-12 |
UI scissor out of bounds in GamePauseScreen: 0,22-599,522 / 544,967 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-12-12 |
ReadFromHardware: Invalid address 00000000 near PC 08804640 LR 088048c8 |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-02 |
__KernelStopThread: thread 310 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-30 |
sceSasSetADSRMode(08e566c0, 9, 8, 00000000, 00000000, 00000000, 00000004): invalid modes |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-30 |
sceSasSetADSRMode(08e566c0, 8, 8, 00000000, 00000000, 00000000, 00000004): invalid modes |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-30 |
sceSasSetADSRMode(08e566c0, 7, 8, 00000000, 00000000, 00000000, 00000004): invalid modes |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-30 |
sceSasSetADSRMode(08e566c0, 6, 8, 00000000, 00000000, 00000000, 00000004): invalid modes |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-12 |
__KernelStopThread: thread 281 does not exist (ApctlThread deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-07 |
__KernelStopThread: thread 343 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-11-07 |
__KernelStopThread: thread 288 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.8.0 |
2023-11-02 |
sceDmacMemcpy(dest=04000000, src=096375b0, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-10-26 |
80630007=sceAtracSetData(2, 08d4b180, 0000c9a0): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-10-26 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-10-26 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.14 |
2023-10-16 |
Ignoring possible texturing from framebuffer at 04174000 +0x64 / 256x128 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-10-16 |
__KernelStopThread: thread 299 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-03-09 |
Can't draw: No current render step. Step count: 0 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 2d595241 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 000036c6 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 745f5345 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 72656461 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 74727670 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 645f6576 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 78652820 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 430a0d36 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 52620005 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 0d0a0d79 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 75625f77 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 00ffffff |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 65745f47 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 4d495f4c |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 4c472061 |
NARUTO: Ultimate Ninja Heroes |
v1.4.2-196-gdfdf548 |
2023-09-24 |
Wrong magic number 203a6874 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 04d3f3e0 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Branch in Jump delay slot at 0934fa40 in block starting at 0934f878 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 04d3d730 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 04bfb5f0 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 0213cc40 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Branch in Jump delay slot at 0934fa1c in block starting at 0934f878 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 04d3ef60 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 0213a710 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Branch in Jump delay slot at 0934f9f8 in block starting at 0934f878 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 04d3e780 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Jump to invalid address: 0213af10 |
NARUTO: Ultimate Ninja Heroes |
v1.16.2 |
2023-09-23 |
Branch in Jump delay slot at 0934f9d4 in block starting at 0934f878 |