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Game title |
Version |
Latest Report |
Message |
The 3rd Birthday® |
v1.12.3 |
2022-06-30 |
sceDmacMemcpy(dest=09563b80, src=09f517c0, size=43008): overlapping read |
The 3rd Birthday® |
v1.10.2 |
2022-06-25 |
sceDmacMemcpy(dest=0907dd40, src=09444f00, size=51776): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-06-15 |
sceDmacMemcpy(dest=090528c0, src=091333c0, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-06-11 |
sceDmacMemcpy(dest=093bbc40, src=09cf0040, size=1676224): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-06-07 |
sceDmacMemcpy(dest=0951bac0, src=09cf0040, size=1311808): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-05-26 |
sceDmacMemcpy(dest=0909acc0, src=092457c0, size=522688): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-05-26 |
sceDmacMemcpy(dest=0933ea00, src=09cf0040, size=1638720): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-05-13 |
sceDmacMemcpy(dest=0957ca40, src=09cf0040, size=112640): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-05-09 |
sceDmacMemcpy(dest=09235240, src=09cf0040, size=1515520): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-04-26 |
sceDmacMemcpy(dest=09036ac0, src=09cf0040, size=2534080): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-04-19 |
sceDmacMemcpy(dest=095c6b00, src=09cf0040, size=85568): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-04-10 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000 |
The 3rd Birthday® |
v1.11.3 |
2022-04-10 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000 |
The 3rd Birthday® |
v1.11.3 |
2022-04-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
The 3rd Birthday® |
v1.12.3 |
2022-04-07 |
Unknown GetPointer 00000000 PC 08a8912c LR 08a89150 |
The 3rd Birthday® |
v1.12.3 |
2022-04-07 |
UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef) |
The 3rd Birthday® |
v1.9.4 |
2022-04-02 |
sceDmacMemcpy(dest=0907b500, src=091e87c0, size=1451584): overlapping read |
The 3rd Birthday® |
v1.9.4 |
2022-04-01 |
sceDmacMemcpy(dest=092ace00, src=09cf0040, size=1559040): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-03-30 |
sceDmacMemcpy(dest=0907ab80, src=09082440, size=30912): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-03-29 |
sceDmacMemcpy(dest=08fedfc0, src=09cf0040, size=341056): overlapping read |
The 3rd Birthday® |
v1.9.4 |
2022-03-27 |
sceDmacMemcpy(dest=0905d8c0, src=09338240, size=1500608): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-03-25 |
Rendering to framebuffer offset: 04162000 +256x0 |
The 3rd Birthday® |
v1.12.3 |
2022-03-25 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
The 3rd Birthday® |
v1.12.3 |
2022-03-17 |
sceDmacMemcpy(dest=085a2e80, src=09cf0040, size=779008): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-03-11 |
Unknown GetPointer 7646d520 PC 08b31ae4 LR 08b31b10 |
The 3rd Birthday® |
v1.12.3 |
2022-03-11 |
Unknown GetPointer 764725c0 PC 08b31ae4 LR 08b31b10 |
The 3rd Birthday® |
v1.12.3 |
2022-03-08 |
sceDmacMemcpy(dest=090627c0, src=09064140, size=6528): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-03-08 |
sceDmacMemcpy(dest=093b9b40, src=09cf0040, size=1465856): overlapping read |
The 3rd Birthday® |
v1.7.4 |
2022-03-07 |
sceDmacMemcpy(dest=095980c0, src=09f4ffc0, size=48832): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-28 |
sceDmacMemcpy(dest=09086a80, src=0908bb00, size=20608): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-26 |
sceDmacMemcpy(dest=08400000, src=09cf0040, size=120032): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-13 |
sceDmacMemcpy(dest=09447d80, src=09cf0040, size=857984): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-13 |
sceDmacMemcpy(dest=09068300, src=0926c340, size=1676224): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-12 |
sceDmacMemcpy(dest=09050080, src=091cecc0, size=6528): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-10 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
The 3rd Birthday® |
v1.12.3 |
2022-02-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2 |
The 3rd Birthday® |
v1.12.3 |
2022-02-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
The 3rd Birthday® |
v1.12.3 |
2022-02-10 |
Video out requested, not supported: mode=0 size=0,0 |
The 3rd Birthday® |
v1.12.3 |
2022-02-10 |
Unimplemented HLE function sceKernelStopUnloadSelfModule |
The 3rd Birthday® |
v1.12.3 |
2022-04-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
The 3rd Birthday® |
v1.11.3 |
2022-02-02 |
sceDmacMemcpy(dest=092f0640, src=09cf0040, size=1724800): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-02-01 |
sceDmacMemcpy(dest=09064140, src=0920a480, size=690688): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-02-01 |
sceDmacMemcpy(dest=09232700, src=09cf0040, size=1514112): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-29 |
sceDmacMemcpy(dest=0905d300, src=090ece80, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-28 |
sceDmacMemcpy(dest=0905e200, src=0933d240, size=571328): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-26 |
sceDmacMemcpy(dest=09050080, src=09283e00, size=48832): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-25 |
sceDmacMemcpy(dest=090732c0, src=09075b00, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.2 |
2022-01-21 |
sceDmacMemcpy(dest=091cc480, src=0938a6c0, size=6528): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-01-20 |
WASAPI fallback and closest unsupported |
The 3rd Birthday® |
v1.12.3 |
2022-01-14 |
sceDmacMemcpy(dest=09663300, src=09f527c0, size=37440): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-13 |
sceDmacMemcpy(dest=090528c0, src=0931cb40, size=1433152): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-01-07 |
sceDmacMemcpy(dest=09058280, src=09080ec0, size=113024): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2022-01-06 |
sceDmacMemcpy(dest=0905bf40, src=09178e40, size=1167104): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-06 |
sceDmacMemcpy(dest=0961f640, src=09f58fc0, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-05 |
sceDmacMemcpy(dest=091f9740, src=093c6040, size=1676224): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2022-01-04 |
sceDmacMemcpy(dest=095a2240, src=09f58fc0, size=10304): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-12-29 |
sceDmacMemcpy(dest=095b0800, src=09cf0040, size=677056): overlapping read |
The 3rd Birthday® |
v1.10.3 |
2021-12-21 |
MIPSCompileOp: Invalid instruction f32e65e3 |
The 3rd Birthday® |
v1.10.3 |
2021-12-21 |
ReadFromHardware: Invalid address 0a000000 near PC 08b29a9c LR 08b29a9c |
The 3rd Birthday® |
v1.10.3 |
2021-12-21 |
WriteToHardware: Invalid address 00015c44 near PC 08b29a9c LR 08b29a9c |
The 3rd Birthday® |
v1.10.3 |
2021-12-21 |
ReadFromHardware: Invalid address 00015c3c near PC 08b29a9c LR 08b29a9c |
The 3rd Birthday® |
v1.10.3 |
2021-12-21 |
WriteToHardware: Invalid address 00015c30 near PC 08b29a9c LR 08b29a9c |
The 3rd Birthday® |
v1.11.3 |
2021-12-12 |
Failed decrypting the PRX (ret = -4, size = 5663725, psp_size = 5664064)! |
The 3rd Birthday® |
v1.8.0 |
2021-12-11 |
sceDmacMemcpy(dest=092ca140, src=09cf0040, size=1495744): overlapping read |
The 3rd Birthday® |
v1.8.0 |
2022-06-21 |
sceDmacMemcpy(dest=08400000, src=09f4c7c0, size=62416): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-12-10 |
sceDmacMemcpy(dest=09052340, src=09cf0040, size=498944): overlapping read |
The 3rd Birthday® |
v1.7.4 |
2021-12-09 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 05f75511:41000b14 HWX T N Fog Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump float w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos; |
The 3rd Birthday® |
v1.7.4 |
2021-12-09 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00200012 Tex Fog TFuncAdd
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 05f75511:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightS |
The 3rd Birthday® |
v1.7.4 |
2021-12-12 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 05f75511:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_ |
The 3rd Birthday® |
v1.7.4 |
2021-12-12 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 05f75511:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = ma |
The 3rd Birthday® |
v1.7.4 |
2021-12-09 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 05f75511:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightSc |
The 3rd Birthday® |
v1.7.4 |
2021-12-12 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 05f75511:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
dist |
The 3rd Birthday® |
v1.7.4 |
2021-12-09 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 05f75511:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldp |
The 3rd Birthday® |
v1.7.4 |
2021-12-09 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:0021d032 Tex TexAlpha Fog TFuncAdd AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a * t.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 05f75511:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLi |
The 3rd Birthday® |
v1.7.4 |
2021-12-12 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 05f75511:41000b14 HWX T N Fog Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 WScale 2 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump float w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + |
The 3rd Birthday® |
v1.8.0 |
2021-12-08 |
sceDmacMemcpy(dest=09095180, src=090979c0, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-11-29 |
sceDmacMemcpy(dest=095958c0, src=09f58fc0, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-11-29 |
sceDmacMemcpy(dest=0906a500, src=09cf0040, size=555840): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-11-19 |
sceDmacMemcpy(dest=094d7780, src=09cf0040, size=737792): overlapping read |
The 3rd Birthday® |
v1.10.3 |
2021-11-15 |
sceDmacMemcpy(dest=08400000, src=09f567c0, size=21904): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-12-04 |
sceDmacMemcpy(dest=08400000, src=09cf0040, size=100352): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-11-12 |
Error in shader compilation: info: 0:8: L0001: Typename expected, found 'float3'
0:8: L0001: Typename expected, found 'float2'
0:10: L0002: Undeclared variable 'float2'
0:11: L0002: Undeclared variable 'float3'
0:12: L0002: Undeclared variable 'float3'
0:13: L0002: Undeclared variable 'float3'
0:14: L0002: Undeclared variable 'float3'
0:15: L0002: Undeclared variable 'float3'
0:16: L0002: Undeclared variable 'float3'
0:17: L0002: Undeclared variable 'rgbNW'
0:18: L0002: Undeclared variable 'rgbNE'
0:19: L0002: Undeclared variable 'rgbSW'
0:20: L0002: Undeclared variable 'rgbSE'
0:21: L0002: Undeclared variable 'rgbM'
0:22: L0002: Undeclared variable 'lumaM'
0:23: L0002: Undeclared variable 'lumaM'
0:25: L0002: Undeclared variable 'float2'
0:26: L0002: Undeclared variable 'dir'
0:27: L0002: Undeclared variable 'dir'
0:29: L0002: Undeclared variable 'lumaNW'
0:32: L0002: Undeclared variable 'dir'
0:33: L0002: Undeclared variable 'dir'
0:37: L0002: Undeclared variable 'float3'
0:40: L0002: Undeclared variable 'float3'
0:44: L0002: Undeclared variable 'rgbB'
0:45: L0002: Undeclared variable 'lumaB'
0:47: L0001: Expected literal or '(', got 'else'
0:58: L0001: Typename expected, found 'mat3x3'
0:58: L0002: No matching function for call to 'mat3x3'
postshader
#ifdef GL_ES
precision mediump float;
#endif
#define FXAA_REDUCE_MIN (0.8 / 128.0)
#define FXAA_REDUCE_MUL (0.8 / 8.0)
#define FXAA_SPAN_MAX 8.0
float3 applyFXAA(float2 fragCoord)
{
float2 inverseVP = GetInvResolution();
float3 rgbNW = SampleLocation((fragCoord + float2(-1.0, -1.0)) * inverseVP).xyz;
float3 rgbNE = SampleLocation((fragCoord + float2(1.0, -1.0)) * inverseVP).xyz;
float3 rgbSW = SampleLocation((fragCoord + float2(-1.0, 1.0)) * inverseVP).xyz;
float3 rgbSE = SampleLocation((fragCoord + float2(1.0, 1.0)) * inverseVP).xyz;
float3 rgbM = SampleLocation(fragCoord * inverseVP).xyz;
float3 luma = float3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
float2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
float3 rgbA = 0.44 * (
SampleLocation(fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
SampleLocation(fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
float3 rgbB = rgbA * 0.5 + 0.25 * (
SampleLocation(fragCoord * inverseVP + dir * -0.5).xyz +
SampleLocation(fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
return rgbA;
else
return rgbB;
}
#define MUL(a, b) (b * a)
#define GIN 2.2
#define GOUT 3.5
#define Y 1.1
#define I 1.0
#define Q 1.1
const mat3x3 RGBtoYIQ = mat3x3(0.299, 0.587, 0.114,
0.595716, -0.274453, -0.321263,
0.211456, -0.522591, 0.311135);
const mat3x3 YIQtoRGB = mat3x3(1, 0.95629572, 0.62102442,
1, -0.27212210, -0.64738060,
1, -1.10698902, 1.70461500);
const float3 YIQ_lo = float3(0, -0.595716, -0.522591);
const float3 YIQ_hi = float3(1, 0.595716, 0.522591);
float4 applyNatural(float3 c)
{
c = pow(c, float3(GIN, GIN, GIN));
c = MUL(RGBtoYIQ, c);
c = float3(pow(c.x, Y), c.y * I, c.z * Q);
c = clamp(c, YIQ_lo, YIQ_hi);
c = MUL(YIQtoRGB, c);
c = pow(c, float3(1.0/GOUT, 1.0/GOUT, 1.0/GOUT));
ret |
The 3rd Birthday® |
v1.12.3 |
2022-06-01 |
Unexpected mpeg first timestamp: 4fa78243e3d / 5473803976253 |
The 3rd Birthday® |
v1.12.3 |
2021-11-10 |
sceDmacMemcpy(dest=09065000, src=09362c80, size=166976): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-11-09 |
__KernelStopThread: thread 699 does not exist |
The 3rd Birthday® |
v1.12.3 |
2021-11-09 |
Decoding texture from VRAM mirror at 04688000 swizzle=0 |
The 3rd Birthday® |
v1.12.3 |
2021-11-09 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000 |
The 3rd Birthday® |
v1.12.3 |
2021-11-09 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000 |
The 3rd Birthday® |
v1.12.3 |
2022-04-10 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000 |
The 3rd Birthday® |
v1.12.3 |
2021-11-06 |
sceDmacMemcpy(dest=08400000, src=09cf0040, size=209760): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-11-05 |
sceDmacMemcpy(dest=0906c240, src=0936c240, size=167936): overlapping read |
The 3rd Birthday® |
v1.12.3 |
2021-11-03 |
sceDmacMemcpy(dest=0905d8c0, src=09320900, size=10304): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-10-31 |
sceDmacMemcpy(dest=095162c0, src=09cf0040, size=166976): overlapping read |
The 3rd Birthday® |
v1.6 |
2021-10-31 |
sceDmacMemcpy(dest=090b6940, src=091f1a80, size=166976): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-10-28 |
sceDmacMemcpy(dest=09417a40, src=09cf0040, size=1611776): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-10-26 |
sceDmacMemcpy(dest=08400000, src=09cf0040, size=169984): overlapping read |
The 3rd Birthday® |
v1.11.3 |
2021-10-25 |
sceDmacMemcpy(dest=09620ac0, src=09f4dfc0, size=56000): overlapping read |
The 3rd Birthday® |
v1.12.2 |
2021-10-22 |
sceDmacMemcpy(dest=09031a40, src=09045e40, size=10304): overlapping read |
The 3rd Birthday® |
v1.12.2 |
2021-10-19 |
sceDmacMemcpy(dest=092cc980, src=09cf0040, size=1495744): overlapping read |
The 3rd Birthday® |
v1.12 |
2021-10-17 |
sceDmacMemcpy(dest=0945da00, src=09cf0040, size=1120256): overlapping read |