Recent logs - GODS EATER BURST

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Game title Version Latest Report Message
GODS EATER BURST v1.9.4 2020-03-25 FBO using existing buffer as depthbuffer, 041e8000/040dc000 and 040dc000/04088000
GODS EATER BURST v1.9.4 2020-03-02 Failed to allocate memory for ELF!
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpService': 0xc76f55ed
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpService': 0xa670d3a3
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpService': 0x5494274b
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpService': 0x4b4e4e71
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpService': 0x250488f9
GODS EATER BURST v1.9.3-251-ga9302c49f 2020-01-31 Unknown syscall in known module 'sceNpAuth': 0xf4531adc
GODS EATER BURST v1.9.3-183-g3a5aa915e 2020-01-13 Failed decrypting the PRX (ret = -3, size = 5100, psp_size = 4096)!
GODS EATER BURST v1.9.4 2020-03-02 sceKernelCreateThread(name=creature_venus): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2019-11-27 Savedata version requested: 3
GODS EATER BURST v1.8.0 2019-11-16 Error in shader compilation: info: 0:1: L0009: Missing main() function for shader postshader
GODS EATER BURST v1.8.0 2019-11-16 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen
GODS EATER BURST v1.9.3 2019-11-16 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:164: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform 2-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:284: '=' : cannot convert from 'const int' to 'float' ERROR: 0:287: '=' : cannot convert from 'const int' to 'float' ERROR: 0:288: '=' : cannot convert from 'const int' to 'float' ERROR: 0:359: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:361: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 6 compilation errors. No code generated. postshader //================ //SMOOTHING FILTERS //================ #define FXAA 1 //================ #define GAUSS_SQ 1 #define Gsmoothing 4 //================ //OTHER FILTERS //================ #define BLOOM 1 //bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 #define samples 1 #define quality 0.1 #define Bpower 0.1 //================ #define NATURALC 1 #define ncpower 0.7 //================ #define SHADEBOOST 1 //color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 #define brightness 0.95 #define contrast 1 #define red 1 #define green 1 #define blue 1.15 //Shadeboost presets: #define SEPIA 0 #define GRAYSCALE 0 #define NEGATIVE 0 #define PSPCOLORS 0 //Simple color swap: #define rgbRBG 0 #define rgbBGR 0 #define rgbBRG 0 #define rgbGRB 0 #define rgbGBR 0 //================ #define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 0.8 //================ #define VIGNETTE 1 #define vsize 2 #define VIpos 0.1 #define deVi 0 //====================================================================================================================================================================== //~packed together, corrected to fit requirements of popular with PPSSPP AMD legacy drivers v11.11(if it works on that, it will on almost anything lol), // currently meet requirements of GLSL version 100 meaning it will probably run on anything unless the driver is horribly broken // partially written, ported to glsl where required and tested by LunaMoo (Moon Cow?;p), // other credits mentioned earlier, any more info / required licenses can be found below. /* FXAA shader, GLSL code adapted from: http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA Whitepaper describing the technique: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf */ /* 4xGLSL HqFilter shader, Modified to use in PPSSPP. Grabbed from: http://forums.ngemu.com/showthread.php?t=76098 by guest(r) ([email protected]) License: GNU-GPL Shader notes: looks better with sprite games */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; //=========== // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; varying vec4 v_texcoordNC0; varying vec4 v_texcoordNC1; varying vec4 v_texcoordNC2; varying vec4 v_texcoordNC3; varying vec2 omega; //=========== //=========== #if(FXAA==1) vec3 processFXAA(vec3 color){ //The parameters are hardcoded for now, but could be //made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0;
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=creature_tsukuyomi): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=creature_ardanova): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=god_m003_Gift_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=creature_sariel): unsupported attributes 00000006
GODS EATER BURST v1.7.4 2019-09-13 FBO using existing buffer as depthbuffer, 001e4000/000dc000 and 000dc000/00088000
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_uroboros): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_quadriga): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_chihyu): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_gborogboro): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=creature_kongou): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_hannibal): unsupported attributes 00000006
GODS EATER BURST v1.6.3 2019-08-14 ReadFromHardware: Invalid address 0a0002a8 near PC 0881af7c LR 0881af7c
GODS EATER BURST v1.8.0 2019-08-10 Unknown GE command : 355f6e6f
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_bolgcamlann): unsupported attributes 00000006
GODS EATER BURST v1.8.0 2019-07-05 WriteToHardware: Invalid address 00000153 near PC 08000000 LR 08000000
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_cocoonmaiden): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_vajra): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-01 sceKernelCreateThread(name=creature_zygote): unsupported attributes 00000006
GODS EATER BURST v1.8.0 2019-06-04 FBO using existing buffer as depthbuffer, 041e4000/040dc000 and 040dc000/04088000
GODS EATER BURST v1.8.0-22-g50a5153c7 2019-05-17 ReadFromHardware: Invalid address 10c8ba78 near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g002_Gallery): unsupported attributes 00000006
GODS EATER BURST v1.8.0 2019-05-02 WriteToHardware: Invalid address 0000015c near PC 08000000 LR 08000000
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g998_Result_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=creature_ogretail): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g000_Field): unsupported attributes 00000006
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 0000e0ff
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction b6201009
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction b0601009
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 00ff55ff
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 00aadd01
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 0000daff
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 0000e1ff
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 0007dcff
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 01000adf
GODS EATER BURST v1.7.5 2019-04-20 MIPSCompileOp: Invalid instruction 0001dbff
GODS EATER BURST v1.9.4 2020-03-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
GODS EATER BURST v1.7.4 2019-04-01 Unknown GetPointer 00000000 PC 08825e70 LR 08825e78
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_game): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=system): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-04-02 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-01-29 Unknown GetPointer 00000000 PC 08841ac8 LR 08000030
GODS EATER BURST v1.7.5-304-g015c314fb 2019-03-13 ReadFromHardware: Invalid address 00000095 near PC 0899fe7c LR 0899fe78
GODS EATER BURST v1.9.4 2020-03-31 Unknown GetPointer 00000000 PC 0882f008 LR 08000020
GODS EATER BURST v1.6.3 2019-02-09 MIPSCompileOp: Invalid instruction 000008c5
GODS EATER BURST v1.7.4 2019-01-07 Failed to truncate file.
GODS EATER BURST v1.7.5 2018-12-19 80630006=sceAtracSetDataAndGetID(08f8ca10, 00071980): invalid RIFF header
GODS EATER BURST v1.6.3 2019-03-01 ReadFromHardware: Invalid address 3ffffff8 near PC 08855c10 LR 08855c10
GODS EATER BURST v1.6.3 2019-03-01 ReadFromHardware: Invalid address 0000003e near PC 0884ec70 LR 0884ec70
GODS EATER BURST v1.6.3 2019-03-01 ReadFromHardware: Invalid address 00000018 near PC 088584f8 LR 08858508
GODS EATER BURST v1.7.2 2018-11-28 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
GODS EATER BURST v1.7.1-171-g442b57033 2018-11-23 Inter-buffer memcpy 04000000 -> 04400000
GODS EATER BURST v1.8.0 2019-05-24 Inter-buffer memcpy 04044000 -> 04444000
GODS EATER BURST v1.8.0 2020-01-27 ReadFromHardware: Invalid address 00000003 near PC 08911dd4 LR 08911dd4
GODS EATER BURST v1.6.3 2018-09-16 MIPSCompileOp: Invalid instruction 03c1447a
GODS EATER BURST v1.5.4 2018-08-22 ReadFromHardware: Invalid address 10ad6fab near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.5.4 2018-08-21 ReadFromHardware: Invalid address 10c8bce7 near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.5.4 2018-08-21 ReadFromHardware: Invalid address 10c8fbda near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.5.4 2018-08-19 ReadFromHardware: Invalid address 10ad69ea near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.6.3 2018-08-03 ReadFromHardware: Invalid address 00000075 near PC 0884f05c LR 0884f05c
GODS EATER BURST v1.6.3 2018-08-03 ReadFromHardware: Invalid address 0000007c near PC 08854c34 LR 08854c34
GODS EATER BURST v1.4.2 2018-07-31 Wrong magic number 00000000
GODS EATER BURST v1.5.4 2018-07-31 Error in shader compilation: info: ERROR: 0:117: 'null' : undeclared identifier ERROR: 0:117: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:117: '(' : syntax error syntax error 00080000:00007b1c HWX C T N Fog Tex Spline TessC TessT TessRevN #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = (null)(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = (null)(u_tess_tex_tex, ivec2(index, 0), 0).xy; _col[i * 4 + j] = (null)(u_tess_col_tex, ivec2(index, 0), 0).rgba; } } vec2 tess_pos = position.xy; vec2 weights[4]; ivec2 spline_num_patches = ivec2(u_spline_count_u - 3, u_spline_count_v - 3); ivec2 spline_type = ivec2(u_spline_type_u, u_spline_type_v); vec2 knots[6];
GODS EATER BURST v1.5.4 2018-07-28 Error in shader compilation: info: ERROR: 0:64: 'null' : undeclared identifier ERROR: 0:64: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:64: '(' : syntax error syntax error 80000000:00006b18 HWX C T N Tex Bezier TessT TessRevN #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = (u_spline_count_u - 1) / 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v * 3) * u_spline_count_u + (j + u * 3); _pos[i * 4 + j] = (null)(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = (null)(u_tess_tex_tex, ivec2(index, 0), 0).xy; } } vec2 tess_pos = position.xy; vec2 weights[4]; weights[0] = (1.0 - tess_pos) * (1.0 - tess_pos) * (1.0 - tess_pos); weights[1] = 3.0 * tess_pos * (1.0 - tess_pos) * (1.0 - tess_pos); weights[2] = 3.0 * tess_pos * tess_pos * (1.0 - tess_pos); weights[3] = tess_pos * tess_pos * tess_pos; vec3 pos = tess_sample(_pos, weights); vec2 tex = tess_sample(_tex, weights); vec4 col = (null)(u_tess_col_tex, ivec2(0, 0), 0).rgba; vec2 bernderiv[4]; bernderiv[0] = -3.0 * (tess_pos - 1.0) * (tess_pos - 1.0); bernderiv[1] = 9.0 * tess_pos * tess_pos - 12.0 * tess_pos + 3.0; bernderiv[2] = 3.0 * (2.0 - 3.0 * tess_pos) * tess_pos; bernderiv[3] = 3.0 * tess_pos * tess_pos; vec2 bernderiv_u[4]; vec2 bernderiv_v[4]; for (int i = 0; i < 4; i++) { bernderiv_u[i] = vec2(bernderiv[i].x, weights[i].y); bernderiv_v[i] = vec2(weights[i].x, bernderiv[i].y); } vec3 du = tess_sample(_pos, bernderiv_u); vec3 dv = tess_sample(_pos, bernderiv_v); vec3 nrm = cross(du, dv); nrm = normalize(nrm); vec3 worldpos = (u_world * vec4(pos.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-nrm, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = col; v_texcoord = vec3(tex * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0); }
GODS EATER BURST v1.8.0 2020-02-04 Direct3D9: Failed to get the device caps!
GODS EATER BURST v1.9.4 2020-01-26 Error in shader compilation: info: ERROR: 0:164: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform 2-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:284: '=' : cannot convert from 'const int' to 'float' ERROR: 0:287: '=' : cannot convert from 'const int' to 'float' ERROR: 0:288: '=' : cannot convert from 'const int' to 'float' ERROR: 0:359: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:361: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 6 compilation errors. No code generated. postshader //================ //SMOOTHING FILTERS //================ #define FXAA 1 //================ #define GAUSS_SQ 1 #define Gsmoothing 4 //================ //OTHER FILTERS //================ #define BLOOM 1 //bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 #define samples 1 #define quality 0.1 #define Bpower 0.1 //================ #define NATURALC 1 #define ncpower 0.7 //================ #define SHADEBOOST 1 //color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 #define brightness 0.95 #define contrast 1 #define red 1 #define green 1 #define blue 1.15 //Shadeboost presets: #define SEPIA 0 #define GRAYSCALE 0 #define NEGATIVE 0 #define PSPCOLORS 0 //Simple color swap: #define rgbRBG 0 #define rgbBGR 0 #define rgbBRG 0 #define rgbGRB 0 #define rgbGBR 0 //================ #define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 0.8 //================ #define VIGNETTE 1 #define vsize 2 #define VIpos 0.1 #define deVi 0 //====================================================================================================================================================================== //~packed together, corrected to fit requirements of popular with PPSSPP AMD legacy drivers v11.11(if it works on that, it will on almost anything lol), // currently meet requirements of GLSL version 100 meaning it will probably run on anything unless the driver is horribly broken // partially written, ported to glsl where required and tested by LunaMoo (Moon Cow?;p), // other credits mentioned earlier, any more info / required licenses can be found below. /* FXAA shader, GLSL code adapted from: http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA Whitepaper describing the technique: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf */ /* 4xGLSL HqFilter shader, Modified to use in PPSSPP. Grabbed from: http://forums.ngemu.com/showthread.php?t=76098 by guest(r) ([email protected]) License: GNU-GPL Shader notes: looks better with sprite games */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; //=========== // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; varying vec4 v_texcoordNC0; varying vec4 v_texcoordNC1; varying vec4 v_texcoordNC2; varying vec4 v_texcoordNC3; varying vec2 omega; //=========== //=========== #if(FXAA==1) vec3 processFXAA(vec3 color){ //The parameters are hardcoded for now, but could be //made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = (1.0/128.0);
GODS EATER BURST v1.5 2018-07-13 PackFramebufferDirectx9_: vfb->fbo == 0
GODS EATER BURST v1.6.3 2018-06-30 ReadFromHardware: Invalid address 00000004 near PC 0888e1ec LR 0888e1ec
GODS EATER BURST v1.6.3 2018-06-25 ReadFromHardware: Invalid address 00000004 near PC 0888e558 LR 0888e558
GODS EATER BURST v1.6.3 2018-06-22 ReadFromHardware: Invalid address 1efb2208 near PC 08858548 LR 08858568
GODS EATER BURST v1.9.2 2019-10-07 GL ran out of GPU memory; switching to low memory mode
GODS EATER BURST v1.5.4-958-ge5c98704a 2018-05-31 ReadFromHardware: Invalid address 023263d0 near PC 0899030c LR 08859614
GODS EATER BURST v1.5.4 2018-05-20 ReadFromHardware: Invalid address 2c627497 near PC 0885fbe0 LR 0897a8ec
GODS EATER BURST v1.5.4 2018-05-07 WriteToHardware: Invalid address 34a55eb0 near PC 0883633c LR 0883621c
GODS EATER BURST v1.5.4 2018-05-07 ReadFromHardware: Invalid address 3b9cc03a near PC 0883621c LR 0883621c
GODS EATER BURST v1.5.4 2018-05-03 Unexpected mpeg first timestamp: 0 / 0
GODS EATER BURST v1.5.4-906-g1987401e7 2018-04-17 ReadFromHardware: Invalid address 3aaefdc9 near PC 08c19a1c LR 088e0688
GODS EATER BURST v1.4 2018-04-17 ReadFromHardware: Invalid address 00000000 near PC 08c19a1c LR 088e0688
GODS EATER BURST v1.4.2 2017-11-11 ReadFromHardware: Invalid address 109deca8 near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.7.4 2019-06-17 ReadFromHardware: Invalid address 109d7f14 near PC 0883621c LR 0883621c
GODS EATER BURST v1.8.0 2019-07-27 Savedata loading with detected hashmode 5 instead of file's 1