Recent logs - MONSTER HUNTER FREEDOM UNITE™

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Game title Version Latest Report Message
MONSTER HUNTER FREEDOM UNITE™ v1.10.2 2026-07-22 sceDmacMemcpy(dest=0414e000, src=095f8180, size=155872): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.10.2 2026-07-08 sceDmacMemcpy(dest=0414e000, src=09627300, size=260768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 > vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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; float distSq; float invDist; 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; float distSq = dot(toLight, toLight); float invDist = inversesqrt(distSq); distance = distSq * invDist; toLight *= invDist; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distSq)), 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_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u && ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a); }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:00000002 Tex FragUber TFuncMod vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:003fd002 Tex Fog FragUber TFuncMod AlphaTest0 > ColorTest0 != vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 != vs: 00000000:00000b20 HWX T N Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b20 HWX T N 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 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; 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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:001e0002 Tex FragUber TFuncMod ColorTest0 != vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 != vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:001e0002 Tex FragUber TFuncMod ColorTest0 != vs: 00000000:00000928 HWX C T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:00000002 Tex FragUber TFuncMod vs: 00000000:00000b20 HWX T N Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b20 HWX T N 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 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; 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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:003fd002 Tex Fog FragUber TFuncMod AlphaTest0 > ColorTest0 != vs: 00000000:00000b20 HWX T N Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b20 HWX T N 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 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; 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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:00000002 Tex FragUber TFuncMod vs: 00000000:00000928 HWX C T Cull #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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_Position = outPos; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4 2026-07-08 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:00000002 Tex FragUber TFuncMod vs: 00000000:0000000a THR C #version 320 es // Driver: PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:0000000a THR C 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; }
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2026-06-29 Jump to invalid address: 00008084
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2026-06-29 Branch in Jump delay slot at 09ad606c in block starting at 09ad6064
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2026-06-29 WriteFCR: Unexpected reg 12 (value deadbeef)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2026-06-24 sceDmacMemcpy(dest=0414e000, src=09597a00, size=231680): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2026-06-21 WriteToHardware: Invalid address 11412158 near PC 08000000 LR 08000000
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-964-g5658a3ea48 2026-06-01 AT3 header map lacks entry for bpf: 0 channels: 0
MONSTER HUNTER FREEDOM UNITE™ v1.18.1-107-g6c64608359 2026-05-28 __KernelStopThread: thread 1581 does not exist (ApctlThread deleted)
MONSTER HUNTER FREEDOM UNITE™ v1.18.1-107-g6c64608359 2026-05-28 __KernelStopThread: thread 1581 does not exist (ApctlThread stopped)
MONSTER HUNTER FREEDOM UNITE™ v1.20.4-42-g8a69472153 2026-05-23 Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj. The matrix stride does not match. fs: thin3d #version 320 es // Driver: Mali-G57 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in lowp vec4 oColor0; // COLOR0 in highp vec2 oTexCoord0; // TEXCOORD0 out vec4 fragColor0; void main() { vec4 col = texture(tex, oTexCoord0) * oColor0; col.rgb *= oColor0.a; fragColor0 = col; } vs: thin3d #version 320 es // Driver: Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in vec3 Position; in vec4 Color0; in vec2 TexCoord0; out lowp vec4 oColor0; // COLOR0 (0) out highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
MONSTER HUNTER FREEDOM UNITE™ v1.20.4-42-g8a69472153 2026-05-23 Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj. The matrix stride does not match. fs: thin3d #version 320 es // Driver: Mali-G57 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in lowp vec4 oColor0; // COLOR0 in highp vec2 oTexCoord0; // TEXCOORD0 out vec4 fragColor0; void main() { vec4 col = texture(tex, oTexCoord0).zyxw * oColor0; col.rgb *= oColor0.a; fragColor0 = col; } vs: thin3d #version 320 es // Driver: Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in vec3 Position; in vec4 Color0; in vec2 TexCoord0; out lowp vec4 oColor0; // COLOR0 (0) out highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2026-05-21 Unknown GE command : 4e040004
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2026-04-30 sceDmacMemcpy(dest=0414e000, src=095d1960, size=236960): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2026-04-26 sceDmacMemcpy(dest=0414e000, src=095a62d0, size=272096): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-04-15 sceDmacMemcpy(dest=0414e000, src=09529360, size=202336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-04-05 sceDmacMemcpy(dest=0414e000, src=096f0a10, size=251632): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-04-01 sceDmacMemcpy(dest=0414e000, src=096f5230, size=170880): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-31 sceDmacMemcpy(dest=0414e000, src=095241d0, size=309472): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-30 sceDmacMemcpy(dest=0414e000, src=09507300, size=290336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-30 sceDmacMemcpy(dest=0414e000, src=0950d8d0, size=64480): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-30 sceDmacMemcpy(dest=0414e000, src=0953ddc0, size=266768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-29 sceDmacMemcpy(dest=0414e000, src=0952dad0, size=184016): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-28 sceDmacMemcpy(dest=0414e000, src=095ab150, size=270528): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2026-03-19 sceDmacMemcpy(dest=0414e000, src=095ab8b0, size=146640): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 ReadFromHardware: Invalid address deae335d near PC 089ebf50 LR 088a4044
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 48206c65
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72637345
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 75640079
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 75640029
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp 696e696d failed
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 7573206f
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 74656a62
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 437e0a2e
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 74726920
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp 6973696d failed
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 75430029
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 4f283530
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 437e0a21
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6320610a
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 73617620
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 73656420
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 43002e73
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6e6f6963
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 63656c6f
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 63207361
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 62656420
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 7a65760a
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72747865
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6e657274
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6e650a6e
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 75207261
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72657075
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 73206c61
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72657563
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 796d6961
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 736f2061
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 4300616c
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6e6f4320
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 736f7469
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 62a1c348
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 6e756a20
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 74754b20
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 746e6f43
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 74757473
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72207965
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 72206c45
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2026-03-18 MIPSCompileOp: Invalid instruction 7020726f
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2026-03-12 Bad bounding box data: fb0000
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2026-03-12 Bad vertex address 04af2c71!
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2026-03-12 Unknown GE command : 4ffb00af
MONSTER HUNTER FREEDOM UNITE™ v1.10.2 2026-03-11 sceDmacMemcpy(dest=0414e000, src=093fa300, size=202336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2026-03-10 Jump to invalid address: 07064400
MONSTER HUNTER FREEDOM UNITE™ v1.15.3 2026-03-01 sceDmacMemcpy(dest=0414e000, src=09601bb0, size=181328): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.18.1-362-g01b4eb41be 2026-02-24 __KernelStopThread: thread 362 does not exist (ApctlThread stopped)
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2026-02-15 sceDmacMemcpy(dest=0414e000, src=095dc370, size=286176): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.10.3 2026-02-15 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
MONSTER HUNTER FREEDOM UNITE™ v1.10.3 2026-02-15 Render to area containing texture at 040cc000 +64x0
MONSTER HUNTER FREEDOM UNITE™ v1.15.3 2026-02-10 sceDmacMemcpy(dest=0414e000, src=096f09e0, size=215232): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17 2026-02-05 sceDmacMemcpy(dest=0414e000, src=09410930, size=227984): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-02-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 10180000:00000002 Tex FragUber TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00000002 Tex FragUber TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; in lowp vec4 v_color0; in highp float v_fogdepth; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; } vs: 00000000:00000900 HWX T
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-02-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 10190000:003e0002 Tex Fog FragUber TFuncMod ColorTest0 != TestDiscardToZero #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10190000:003e0002 Tex Fog FragUber TFuncMod ColorTest0 != TestDiscardToZero uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform uint u_alphacolorref; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; out vec4 fragColor0; uvec3 unpackUVec3(highp uint x) { return uvec3(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu); } void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000900 HWX T
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-02-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 10180000:00200002 Tex Fog FragUber TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00200002 Tex Fog FragUber TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000900 HWX T
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-02-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 10180000:0020f002 Tex Fog FragUber TFuncMod AlphaTest >= #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:0020f002 Tex Fog FragUber TFuncMod AlphaTest >= uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) < int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 00000000:00000900 HWX T
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-02-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 10190000:003ef002 Tex Fog FragUber TFuncMod AlphaTest >= ColorTest0 != TestDiscardToZero #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10190000:003ef002 Tex Fog FragUber TFuncMod AlphaTest >= ColorTest0 != TestDiscardToZero uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; uvec3 unpackUVec3(highp uint x) { return uvec3(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu); } void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) < int(u_alphacolorref >> 0x18u)) v.a = 0.0; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000900 HWX T
MONSTER HUNTER FREEDOM UNITE™ v1.10.3 2026-02-01 sceDmacMemcpy(dest=0414e000, src=096b5790, size=211808): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.13.2 2026-01-28 sceDmacMemcpy(dest=0414e000, src=095d3210, size=267856): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-03-18 MIPSCompileOp 69727563 failed
MONSTER HUNTER FREEDOM UNITE™ v1.19.3 2026-03-18 MIPSCompileOp 6962a1c3 failed