Recent logs - The 3rd Birthday®

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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