Recent logs - Dragon Ball Z: Tenkaichi Tag Team

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in branch delay slot at 097d4708 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in Jump delay slot at 097d473c in block starting at 097d4730
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in branch delay slot at 097d4704 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in branch delay slot at 097d4720 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in branch delay slot at 097d4728 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in branch delay slot at 097d4700 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-05-17 1 ReadFromHardware: Invalid address 16d017e0 near PC 0887bc4c LR 0887bc64
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-05-17 1 WriteToHardware: Invalid address 00000194 near PC 08831a64 LR 088319d0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 Jump to invalid address: 05dd5260
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 7e767676
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Jump to invalid address: 060c8960
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Jump to invalid address: 060c3b00
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in Jump delay slot at 09830e20 in block starting at 09830000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Branch in Jump delay slot at 09830c00 in block starting at 09830000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41086f1f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 42ee556d
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 43280fe2
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 40bd9700
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41267edc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 40b5c1ec
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 425f72af
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 434e9151
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 433def36
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 40f44f9c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 411d0bba
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 436928d3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4355d10a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4123d9c4
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Jump to invalid address: 076e2440
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 40bc0ab8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4391c02e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41b54537
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41085c91
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41120bfe
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 43825dbb
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4358f36c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 434aed64
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 424fbcdc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 430ab6bf
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 418a0bcc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 42c22cac
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 430a5803
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 421da770
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 41296853
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 42bda27c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4109e294
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4248102c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 Jump to invalid address: 076e1f80
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4250c410
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 41a77a49
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 43549ac5
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 3 MIPSCompileOp: Invalid instruction 4133c9a9
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4356c1c9
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 42bc2cac
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 412bf025
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4133adc9
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 42dd795b
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 Jump to invalid address: 076e2900
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 43659f87
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 412eb1b2
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 411c57e2
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 420a2469
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4135bd6c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 425b2af4
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 407fb966
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 4126746a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 413d1b07
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 426a2100
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 413636f9
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 Jump to invalid address: 076e1ac0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 4215fbcc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 MIPSCompileOp: Invalid instruction 4286d926
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 2 WriteToHardware: Invalid address 6212b700 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 22 00000000=sceAtracLowLevelDecode(0, deadbeef, 00000000[invalid], 09fc9a40, 09fce4b4[00000000]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-17 1 MIPSCompileOp: Invalid instruction 43b2d600
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Jump to invalid address: 03ef7060
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Jump to invalid address: 03ef7980
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Jump to invalid address: 03893760
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Branch in Jump delay slot at 08e3ad70 in block starting at 08e2e10c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Jump to invalid address: 05a18380
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Branch in JumpReg delay slot at 096856c0 in block starting at 0967c678
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10184000:0d207002 Tex Fog Flat FragUber StenToAlpha StenKeep TFuncMod AlphaTest != #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10184000:0d207002 Tex Fog Flat FragUber StenToAlpha StenKeep TFuncMod AlphaTest != uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; flat 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; 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 = vec4(v.rgb, 0.0); } vs: 40000000:00000f28 HWX C T N RevN Flat Cull #version 320 es // Driver: Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000f28 HWX C T N RevN Flat Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat 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 = 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10980000:0000038e Tex FragUber Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10980000:0000038e Tex FragUber Depal TClampST TFuncRepl precision highp int; uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = vec2(textureSize(tex, 0).xy); vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 0x2Fu) != 0x0u; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFu); uint depalShift = (u_depal_mask_shift_off_fmt >> 0x8u) & 0xFFu; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 0x10u) & 0xFFu) << 0x4u; uint depalFmt = (u_depal_mask_shift_off_fmt >> 0x18u) & 0x3u; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == i
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10182992:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10182992:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec3 u_blendFixB; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10182992:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10182992:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec3 u_blendFixB; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10181d83:00000012 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncAdd #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10181d83:00000012 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncAdd uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); v.a *= 2.0; fragColor0 = v; } vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10182982:00000000 FragUber ReplaceBlend_2A:6_B:10_Eq:0 #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10182982:00000000 FragUber ReplaceBlend_2A:6_B:10_Eq:0 uniform vec3 u_blendFixB; in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; v.rgb = v.rgb * splat3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10181d83:00000002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10181d83:00000002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); v.a *= 2.0; fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10180000:01000012 Tex FragUber StenToAlpha StenUniform TFuncAdd #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:01000012 Tex FragUber StenToAlpha StenUniform TFuncAdd uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); v.rgb *= u_texNoAlphaMul.y; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000020 Cull #version 320 es // Driver: Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000020 Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10191d83:0000d002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > TestDiscardToZero #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10191d83:0000d002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > TestDiscardToZero uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0; v.rgb = v.rgb * splat3(v.a * 2.0); v.a *= 2.0; fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; in vec4 v_texcoord1; in vec4 v_texcoord4; in vec4 v_texcoord0; in vec4 v_texcoord5; in vec4 v_texcoord2; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoord3; in vec4 v_texcoord6; float contrast4(float x) { return clamp(0.865999996662139892578125 + (1.25 * (x - 0.865999996662139892578125)), 0.0500000007450580596923828125, 1.730000019073486328125); } void main() { vec3 c10 = texture(sampler0, v_texcoord1.xy).xyz; vec3 c01 = texture(sampler0, v_texcoord4.xy).xyz; vec3 c11 = texture(sampler0, v_texcoord0.xy).xyz; vec3 c21 = texture(sampler0, v_texcoord5.xy).xyz; vec3 c12 = texture(sampler0, v_texcoord2.xy).xyz; vec3 dt = vec3(1.0); float k1 = dot(abs(c01 - c21), dt); float k2 = dot(abs(c10 - c12), dt); vec3 color = ((((c10 + c12) * k1) + ((c01 + c21) * k2)) + (c11 * 0.001000000047497451305389404296875)) / vec3((2.0 * (k1 + k2)) + 0.001000000047497451305389404296875); float x = sqrt(dot(color, color)); color.x = pow(color.x + 0.001000000047497451305389404296875, 1.2000000476837158203125); color.y = pow(color.y + 0.001000000047497451305389404296875, 1.2000000476837158203125); color.z = pow(color.z + 0.001000000047497451305389404296875, 1.2000000476837158203125); float param = x; vec3 _142 = (normalize(color * vec3(1.0)) * contrast4(param)) * 1.0; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = _142.x; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = _142.y; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = _142.z; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0; } vs: postshader #version 320 es uniform mediump vec2 u_texelDelta; in mediump vec4 a_position; out mediump vec4 v_texcoord0; in mediump vec2 a_texcoord0; out mediump vec4 v_texcoord1; out mediump vec4 v_texcoord2; out mediump vec4 v_texcoord4; out mediump vec4 v_texcoord5; out mediump vec4 v_texcoord3; out mediump vec4 v_texcoord6; mediump float scaleoffset; void main() { scaleoffset = 0.800000011920928955078125; mediump float x = u_texelDelta.x * scaleoffset; mediump float y = u_texelDelta.y * scaleoffset; gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy; v_texcoord1 = v_texcoord0; v_texcoord2 = v_texcoord0; v_texcoord4 = v_texcoord0; v_texcoord5 = v_texcoord0; v_texcoord1.y -= y; v_texcoord2.y += y; v_texcoord4.x -= x; v_texcoord5.x += x; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; void main() { vec3 screen = pow(texture(sampler0, v_texcoord0).xyz, vec3(2.21000003814697265625)); screen = pow(mat3(vec3(0.980000019073486328125, 0.039999999105930328369140625, 0.00999999977648258209228515625), vec3(0.20000000298023223876953125, 0.795000016689300537109375, 0.00999999977648258209228515625), vec3(-0.180000007152557373046875, 0.16500000655651092529296875, 0.980000019073486328125)) * screen, vec3(0.4545454680919647216796875)); _RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(screen, 1.0); } vs: postshader #version 320 es out mediump vec2 v_texcoord0; in mediump vec2 a_texcoord0; in mediump vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: thin3d #version 320 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; 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); } void main() { gl_Position = 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10181d83:00000000 FragUber ReplaceBlend_3A:6_B:7_Eq:0 #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10181d83:00000000 FragUber ReplaceBlend_3A:6_B:7_Eq:0 in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; v.rgb = v.rgb * splat3(v.a * 2.0); v.a *= 2.0; fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 181c2806:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:10_Eq:0 (fetch) #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 181c2806:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:10_Eq:0 (fetch) precision highp int; uniform vec3 u_blendFixB; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec4 v = v_color0; v.rgb = v.rgb * destColor.rgb + destColor.rgb * u_blendFixB; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u)); fragColor0 = unpackUnorm4x8(v32); } vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10180000:00000002 Tex FragUber TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - 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 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; } vs: 00000000:00000002 THR #version 320 es // Driver: Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000002 THR in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10180000:01000012 Tex FragUber StenToAlpha StenUniform TFuncAdd #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:01000012 Tex FragUber StenToAlpha StenUniform TFuncAdd uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); v.rgb *= u_texNoAlphaMul.y; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000920 HWX T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10980000:00000002 Tex FragUber Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10980000:00000002 Tex FragUber Depal TFuncMod precision highp int; uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = vec2(textureSize(tex, 0).xy); vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 0x2Fu) != 0x0u; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFu); uint depalShift = (u_depal_mask_shift_off_fmt >> 0x8u) & 0xFFu; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 0x10u) & 0xFFu) << 0x4u; uint depalFmt = (u_depal_mask_shift_off_fmt >> 0x18u) & 0x3u; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal,
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10180000:00000012 Tex FragUber TFuncAdd #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00000012 Tex FragUber TFuncAdd uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; } vs: 00000000:00000020 Cull #version 320 es // Driver: Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000020 Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-16 1 Error in shader program link: info:  fs: 10182982:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10182982:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec3 u_blendFixB; 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; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 320 es // Driver: Adreno (TM) 650 - 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; }

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