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 |
2024-03-27 |
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 |
2024-02-26 |
__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 |
v1.16.6 |
2023-12-10 |
__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 |
Tom Clancy's Ghost Recon® Predator |
v1.12.3 |
2023-08-12 |
__KernelStopThread: thread 404 does not exist |
Tom Clancy's Ghost Recon® Predator |
v1.17.1 |
2024-03-25 |
__KernelStopThread: thread 396 does not exist (helper deleted) |
Tom Clancy's Ghost Recon® Predator |
v1.11.3 |
2023-08-05 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
Tom Clancy's Ghost Recon® Predator |
v1.15.4 |
2023-08-02 |
Unknown GetPointerWrite 0a004b48 PC 08a7dc0c LR 08a7dcd0 |
Tom Clancy's Ghost Recon® Predator |
v1.17.1 |
2024-03-25 |
__KernelStopThread: thread 393 does not exist (helper deleted) |
Tom Clancy's Ghost Recon® Predator |
v1.17.1 |
2024-02-26 |
__KernelStopThread: thread 398 does not exist (helper deleted) |
Tom Clancy's Ghost Recon® Predator |
v1.17.1 |
2024-03-27 |
__KernelStopThread: thread 410 does not exist (helper deleted) |