Recent logs - Tom Clancy's Ghost Recon® Predator

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
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-05-23 sceKernelReleaseWaitThread(): Refusing to wake HLE-delayed thread, right thing to do?
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-05-18 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-04-22 Normal projection mapping without normal?
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-04-10 MIPSCompileOp: Invalid instruction 40b10259
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-04-10 MIPSCompileOp: Invalid instruction 41f7fab3
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-04-10 Unknown GetPointerWrite 00e60010 PC 08a86704 LR 08a7e26c
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-04-04 __KernelStopThread: thread 744 does not exist (ApctlThread deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-27 sceGeBreak(mode=0, unknown=09fff4d0): unknown ptr (valid)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-27 sceGeBreak(mode=0, unknown=09fff3f0): unknown ptr (valid)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-27 __KernelStopThread: thread 430 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-04 __KernelStopThread: thread 618 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-04 __KernelStopThread: thread 599 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-04 __KernelStopThread: thread 582 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-01 __KernelStopThread: thread 524 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-28 Jump to invalid address: 056e1060
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-28 Branch in Jump delay slot at 08e22720 in block starting at 08e21d80
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-28 Jump to invalid address: 03887360
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-28 __KernelStopThread: thread 507 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-28 __KernelStopThread: thread 473 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-27 __KernelStopThread: thread 456 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-24 MFIC instruction hit (70020024) at 08992870
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-24 __KernelStopThread: thread 614 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-23 __KernelStopThread: thread 592 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-23 __KernelStopThread: thread 575 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-20 __KernelStopThread: thread 1013 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-20 __KernelStopThread: thread 526 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-19 __KernelStopThread: thread 450 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17 2024-02-17 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd81d0, 00000002)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-02-16 __KernelStopThread: thread 936 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-02-12 __KernelStopThread: thread 579 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-02-12 __KernelStopThread: thread 530 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-02-11 __KernelStopThread: thread 474 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-02-10 __KernelStopThread: thread 440 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-02-10 __KernelStopThread: thread 413 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.15.4 2024-02-08 __KernelStopThread: thread 442 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.14.2 2024-02-05 UI scissor out of bounds in GameSettingsScreen: 420,0-1981,1088 / 2357,1088
Tom Clancy's Ghost Recon® Predator v1.14.2 2024-02-05 UI scissor out of bounds in GameSettingsScreen: 0,261-468,4543 / 1088,2357
Tom Clancy's Ghost Recon® Predator v1.14.2 2024-02-05 UI scissor out of bounds in GameSettingsScreen: 859,34-4207,468 / 2357,1088
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-01-21 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-01-19 00000400=sceGeEdramSetAddrTranslation(00001000)
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-01-13 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
Tom Clancy's Ghost Recon® Predator v1.16.6 2024-01-12 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-03-28 __KernelStopThread: thread 382 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-28 __KernelStopThread: thread 489 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-28 __KernelStopThread: thread 467 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-28 __KernelStopThread: thread 419 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.9.4 2023-12-24 sceDmacMemcpy(dest=04088000, src=099123c0, size=557056): overlapping read
Tom Clancy's Ghost Recon® Predator v1.10 2023-12-20 Render to texture using CLUT with different strides 800 != 512
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-12-19 __KernelStopThread: thread 557 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-05-11 __KernelStopThread: thread 420 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-12-14 __KernelStopThread: thread 417 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-14 __KernelStopThread: thread 421 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-11 Unknown GetPointerWrite 00000000 PC 08a8a428 LR 08a7e298
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00200402 Tex Fog TexAlpha TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200402 Tex Fog TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 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(to
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; 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; 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: 00000000:00000928 HWX C T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000928 HWX C T Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00200402 Tex Fog TexAlpha TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200402 Tex Fog TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:80000928 HWX C T Light: LightUberShader Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader 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 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightContr
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; 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; 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: 01000000:80000928 HWX C T Light: LightUberShader Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader 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 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00200402 Tex Fog TexAlpha TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200402 Tex Fog TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000928 HWX C T Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 > uniform sampler2D tex; uniform uint u_alphacolorref; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 00000000:00000920 HWX T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000920 HWX T Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00200402 Tex Fog TexAlpha TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200402 Tex Fog TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000920 HWX T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000920 HWX T Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000402 Tex TexAlpha TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000402 Tex TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 310M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 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
Tom Clancy's Ghost Recon® Predator v1.17.1 2024-05-17 __KernelStopThread: thread 438 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-29 Unknown GetPointerWrite 00000000 PC 08a7ead0 LR 08a7e298
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-26 __KernelStopThread: thread 476 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.14.4 2023-11-21 sceNetAdhocMatchingInit(32768) at 08a719b8
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-20 Unknown GetPointerWrite 0a0001b6 PC 08a7dc0c LR 08a7dcd0
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-03 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-03 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
Tom Clancy's Ghost Recon® Predator v1.11.3 2023-11-02 Unimplemented HLE function sceNetResolverTerm
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-11-02 __KernelStopThread: thread 407 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-10-30 __KernelStopThread: thread 318 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-10-30 __KernelStopThread: thread 308 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-10-30 Could not setup streams, unexpected stream count: 13462
Tom Clancy's Ghost Recon® Predator v1.16.5 2023-10-18 __KernelStopThread: thread 338 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.5 2023-10-16 __KernelStopThread: thread 426 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.14.4 2023-10-10 __KernelStopThread: thread 649 does not exist (ApctlThread deleted)
Tom Clancy's Ghost Recon® Predator v1.16.1 2023-10-09 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12180000)
Tom Clancy's Ghost Recon® Predator v1.16.1 2023-10-09 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000)
Tom Clancy's Ghost Recon® Predator v1.16.1 2023-10-09 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000382:12180000)
Tom Clancy's Ghost Recon® Predator v1.16.1 2023-10-09 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000382:12182a82)
Tom Clancy's Ghost Recon® Predator v1.17 2024-02-17 sceIoChstat: change attr to 0000 requested
Tom Clancy's Ghost Recon® Predator v1.16.2 2023-10-09 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002)
Tom Clancy's Ghost Recon® Predator v1.14 2023-10-07 UI scissor out of bounds in GameSettingsScreen: 280,0-1147,720 / 1344,720
Tom Clancy's Ghost Recon® Predator v1.14 2023-10-07 UI scissor out of bounds in GamePauseScreen: 2040,13-800,347 / 1440,720
Tom Clancy's Ghost Recon® Predator v1.14 2023-10-07 UI scissor out of bounds in GamePauseScreen: 0,13-2014,347 / 1440,720
Tom Clancy's Ghost Recon® Predator v1.16.5 2023-10-03 __KernelStopThread: thread 379 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.16.4 2023-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-09-07 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-08-25 __KernelStopThread: thread 437 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=0897230c, pos=0, access=1, data=1, text=1
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-08-20 00000000=sceDisplaySetHoldMode(00000001): unsupported
Tom Clancy's Ghost Recon® Predator v1.15.4 2023-08-20 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Tom Clancy's Ghost Recon® Predator v1.16.6 2023-12-07 __KernelStopThread: thread 406 does not exist (helper deleted)
Tom Clancy's Ghost Recon® Predator v1.15.3 2023-08-16 sceSasSetADSRMode(08a86580, 25, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tom Clancy's Ghost Recon® Predator v1.15.3 2023-08-16 sceSasSetADSRMode(08a86580, 24, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tom Clancy's Ghost Recon® Predator v1.15.3 2023-08-16 sceSasSetADSRMode(08a86580, 23, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tom Clancy's Ghost Recon® Predator v1.15.3 2023-08-16 sceSasSetADSRMode(08a86580, 22, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tom Clancy's Ghost Recon® Predator v1.15.3 2023-08-16 sceSasSetADSRMode(08a86580, 21, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tom Clancy's Ghost Recon® Predator v1.16.5 2023-10-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2