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# of games |
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Latest Report |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x000001BC0C1CF010(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x000001BC0C1CF010(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
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1 |
2 |
2020-07-23 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0000018BE56E9C40(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x0000018BE56E9C40(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
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1 |
2 |
2020-04-22 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0000018BE4CBA230(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x0000018BE4CBA230(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
1 |
1 |
2 |
2020-04-22 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x000001D77292EF50(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x000001D77292EF50(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
1 |
1 |
2 |
2020-04-22 |
| D3D error in shader compilation: info: C:\Users\Josh\Desktop\PPSSPP\Shader@0x0C7E9BA8(135,16-57): error X4505: maximum temp register index exceeded
C:\Users\Josh\Desktop\PPSSPP\Shader@0x0C7E9BA8(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angl |
1 |
1 |
2 |
2019-12-15 |
| D3D error in shader compilation: info: Les ressources mémoire disponibles sont insuffisantes pour exécuter cette opération.
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 10180000:00000002 Tex FragUber TFuncMod
sampler tex : register(s0);
float2 u_texNoAlphaMul : register(c11);
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2026-07-20 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 10180000:00000002 Tex FragUber TFuncMod
sampler tex : register(s0);
float2 u_texNoAlphaMul : register(c11);
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2026-04-15 |
| D3D error in shader compilation: info: Not enough storage is available to complete this operation.
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 10180000:00000002 Tex FragUber TFuncMod
sampler tex : register(s0);
float2 u_texNoAlphaMul : register(c11);
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2025-05-04 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 10188000:00000002 Tex BGRA FragUber TFuncMod
sampler tex : register(s0);
float2 u_texNoAlphaMul : register(c11);
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy).bgra;
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2025-04-12 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 00188000:0081d022 Tex TexAlpha 2x BGRA TFuncMod AlphaTest0 >
sampler tex : register(s0);
vec4 u_alphacolorref : register(c1);
vec4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy).bgra;
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2024-07-05 |
| D3D error in shader compilation: info: <anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:15: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: SM1 non-float expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: Instruction type HLSL_IR_IF.
� / code:
sampler tex: register(s0);
// TODO: Don't use fixed registers? Or don't overlap?
float4 u_stencilValue : register(c10);
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
float4 main(PS_IN In) : COLOR {
float4 index = tex2D(tex, In.v_texcoord0);
float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);
clip(fmod(floor(shifted), 2.0) - 0.99);
return index.aaaa;
}
|
1 |
1 |
1 |
2024-06-19 |
| D3D error in shader compilation: info: Espacio de almacenamiento insuficiente para completar esta operación.
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 00184000:0001d002 Tex Flat TFuncMod AlphaTest0 >
sampler tex : register(s0);
vec4 u_alphacolorref : register(c1);
vec4 u_alphacolormask : register(c2);
float u_texNoAlpha : register(c11);
float u_texMul : register(c12);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
struct PS_OUT {
vec4 target : COLOR;
};
PS_OUT main( PS_IN In ) {
PS_OUT outfragment;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb *= u_texMul;
if (v.a < 0.002) DISCARD;
outfragment.target = v;
return outfragment;
}
|
1 |
1 |
1 |
2023-08-22 |
| D3D error in shader compilation: info: No hay suficientes recursos de memoria disponibles para completar esta operación.
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
sampler tex : register(s0);
vec4 u_alphacolorref : register(c1);
vec4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
};
vec4 main( PS_IN In ) : COLOR {
vec4 target;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy).bgra;
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) DISCARD;
target = v;
return target;
}
|
1 |
1 |
1 |
2023-03-05 |
| D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00800382 Tex 2x TClampST TFuncMod TexArray
|
1 |
1 |
1 |
2023-02-13 |
| D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00400b8e Tex TexProj LM TClampST TFuncRepl TexArray
|
1 |
1 |
1 |
2023-02-13 |
| D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00000382 Tex TClampST TFuncMod TexArray
|
1 |
1 |
1 |
2023-02-13 |
| D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00200000 Fog TexArray
|
1 |
1 |
1 |
2023-02-13 |
| D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00000000 TexArray
|
1 |
1 |
1 |
2023-02-13 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
sampler tex : register(s0);
vec4 u_alphacolorref : register(c1);
vec4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
};
vec4 main( PS_IN In ) : COLOR {
vec4 target;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy).bgra;
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) DISCARD;
target = v;
return target;
}
|
1 |
1 |
1 |
2022-11-05 |
| D3D error in shader compilation: info: C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,55): error X3004: undeclared identifier 'u_proj_through'
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: Possible intrinsic functions are:
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(float, float)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(float, floatK)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(float, floatLxK)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatM, float)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatM, floatM)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatM, floatMxK)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatNxM, float)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatM)
C:\Documents and Settings\Administrator\My Documents\5funGameHall\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatMxK)
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
struct VS_IN {
float4 position : POSITION;
float4 color0 : COLOR0;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_color0 = In.color0;
Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);
return Out;
}
|
1 |
1 |
1 |
2022-08-29 |
| D3D error in shader compilation: info: C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\Shader@0x112BD2B0(122,16-57): error X4505: maximum temp register index exceeded
C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\Shader@0x112BD2B0(122,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightdir0 : register(c28);
float4 u_lightangle_spotCoef0 : register(c36);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ld |
1 |
1 |
1 |
2022-04-07 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(6,16): error X3018: invalid subscript 'pixelPos'
/ code: struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = p * t;
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = p * t;
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = p * t;
float z = In.pixelPos.z;
z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos'
/ code: float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1);
float z = In.pixelPos.z;
z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-09-04 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-29 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-29 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
sampler tex : register(s0);
vec4 u_alphacolorref : register(c1);
vec4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
vec3 v_texcoord: TEXCOORD0;
vec4 v_color0: COLOR0;
};
vec4 main( PS_IN In ) : COLOR {
vec4 target;
vec4 v_color0 = In.v_color0;
vec3 v_texcoord = In.v_texcoord;
vec4 t = tex2D(tex, v_texcoord.xy).bgra;
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (roundAndScaleTo255f(v.a) <= u_alphacolorref.a) v.a = 0.0;
target = v;
return target;
}
|
1 |
1 |
1 |
2021-08-26 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(14,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(6,16): error X3018: invalid subscript 'pixelPos'
/ code: struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos'
/ code: float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: C:\Windows\system32\memory(6,16): error X3018: invalid subscript 'pixelPos'
/ code: struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
float z = In.pixelPos.z;
z = (1.0/65535.0) * floor(z * 65535.0);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-25 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = p * t;
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-23 |
| D3D error in shader compilation: info: D:\5funGameHall\memory(14,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
clip(v.a - 0.002);
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2021-08-23 |
| D3D error in shader compilation: info: C:\Users\POSITIVO\Documents\ppsspp_win\Shader@0x000000EF94F690B0(95,31-45): error X3004: undeclared identifier 'u_spline_counts'
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
float2 tess_sample(in float2 points[16], float4x4 weights) {
float2 pos = float2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float3 tess_sample(in float3 points[16], float4x4 weights) {
float3 pos = float3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4 tess_sample(in float4 points[16], float4x4 weights) {
float4 pos = float4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4x4 outerProduct(float4 u, float4 v) {
return mul((float4x1)v, (float1x4)u);
}
struct Tess {
float3 pos;
float2 tex;
float4 col;
};
void tessellate(in VS_IN In, out Tess tess) {
int2 point_pos = int2(In.position.z, In.normal.z) * 3;
int2 weight_idx = int2(In.position.xy);
float3 _pos[16];
float2 _tex[16];
float4 _col[16];
int index;
index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[0] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[1] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[2] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[3] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[4] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[5] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[6] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[7] = tess_data[index].pos;
index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[8] = tess_data[ |
1 |
1 |
1 |
2021-05-12 |
| D3D error in shader compilation: info: Recursos insuficientes en el sistema para completar el servicio solicitado.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj_through : register(c4);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj_through);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2021-05-09 |
| D3D error in shader compilation: info: C:\Users\King Saad\Downloads\ppsspp_win\Shader@0x1466BCA8(108,16-57): error X4505: maximum temp register index exceeded
C:\Users\King Saad\Downloads\ppsspp_win\Shader@0x1466BCA8(108,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight);
if (angle >= u_lightangle_spotCoef2.x) {
lightScale = clamp(1.0 / dot(u_lightat |
1 |
1 |
1 |
2021-03-21 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec4 position : POSITION;
vec2 texcoord : TEXCOORD0;
vec4 color0 : COLOR0;
vec3 color1 : COLOR1;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
vec4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec4 color0 = In.color0;
vec3 color1 = In.color1;
vec4 position = In.position;
Out.v_texcoord = vec3(texcoord, 1.0);
Out.v_color0 = color0;
Out.v_color1 = color1;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2021-03-13 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec4 u_ambient : register(c19);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec4 color0 : COLOR0;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
vec4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec4 color0 = In.color0;
vec3 position = In.position;
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = splat3(0.0);
Out.v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2021-03-13 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0C1AC048(95,31-45): error X3004: undeclared identifier 'u_spline_counts'
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
float2 tess_sample(in float2 points[16], float4x4 weights) {
float2 pos = float2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float3 tess_sample(in float3 points[16], float4x4 weights) {
float3 pos = float3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4 tess_sample(in float4 points[16], float4x4 weights) {
float4 pos = float4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4x4 outerProduct(float4 u, float4 v) {
return mul((float4x1)v, (float1x4)u);
}
struct Tess {
float3 pos;
float2 tex;
float4 col;
};
void tessellate(in VS_IN In, out Tess tess) {
int2 point_pos = int2(In.position.z, In.normal.z) * 3;
int2 weight_idx = int2(In.position.xy);
float3 _pos[16];
float2 _tex[16];
float4 _col[16];
int index;
index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[0] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[1] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[2] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[3] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[4] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[5] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[6] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[7] = tess_data[index].pos;
index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[8] = tess_data[index].pos;
index = ( |
1 |
1 |
1 |
2021-02-14 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0FEC0048(95,31-45): error X3004: undeclared identifier 'u_spline_counts'
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
float2 tess_sample(in float2 points[16], float4x4 weights) {
float2 pos = float2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float3 tess_sample(in float3 points[16], float4x4 weights) {
float3 pos = float3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4 tess_sample(in float4 points[16], float4x4 weights) {
float4 pos = float4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4x4 outerProduct(float4 u, float4 v) {
return mul((float4x1)v, (float1x4)u);
}
struct Tess {
float3 pos;
float2 tex;
float4 col;
};
void tessellate(in VS_IN In, out Tess tess) {
int2 point_pos = int2(In.position.z, In.normal.z) * 3;
int2 weight_idx = int2(In.position.xy);
float3 _pos[16];
float2 _tex[16];
float4 _col[16];
int index;
index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[0] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[1] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[2] = tess_data[index].pos;
index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[3] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[4] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[5] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[6] = tess_data[index].pos;
index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[7] = tess_data[index].pos;
index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[8] = tess_data[index].pos;
index = ( |
1 |
1 |
1 |
2021-02-13 |
| D3D error in shader compilation: info: Espacio de almacenamiento insuficiente para completar esta operación.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 color0 : COLOR0;
float3 position : POSITION;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = float3(0.0, 0.0, 1.0);
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
Out.v_color0 = In.color0;
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2020-10-22 |
| D3D error in shader compilation: info: D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0DF69D50(122,16-57): error X4505: maximum temp register index exceeded
D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0DF69D50(122,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightdir0 : register(c28);
float4 u_lightangle_spotCoef0 : register(c36);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
|
1 |
1 |
1 |
2020-07-23 |
| D3D error in shader compilation: info: D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0DF69D50(124,16-57): error X4505: maximum temp register index exceeded
D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0DF69D50(124,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightdir0 : register(c28);
float4 u_lightangle_spotCoef0 : register(c36);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdi |
1 |
1 |
1 |
2020-07-23 |
| D3D error in shader compilation: info: D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0F57B520(124,16-57): error X4505: maximum temp register index exceeded
D:\Documentos\Saved Games\ppsspp 10.0.3\Shader@0x0F57B520(124,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightdir0 : register(c28);
float4 u_lightangle_spotCoef0 : register(c36);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdi |
1 |
1 |
1 |
2020-07-23 |
| D3D error in shader compilation: info: Espacio de almacenamiento insuficiente para completar esta operación.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float4 color0 : COLOR0;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_color0 = In.color0;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2020-07-03 |
| D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x000000000C268460(114,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x000000000C268460(114,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightp |
1 |
1 |
1 |
2020-07-02 |
| D3D error in shader compilation: info: internal error: compilation aborted unexpectedly
/ code: sampler tex : register(s0);
float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float3 u_fogcolor : register(c3);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
float v_fogdepth: TEXCOORD1;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = p * t;
if (roundAndScaleTo255f(v.a) <= u_alphacolorref.a) clip(-1);
float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);
v = lerp(float4(u_fogcolor, v.a), v, fogCoef);
return v;
}
|
1 |
1 |
1 |
2020-05-28 |
| D3D error in shader compilation: info: Not enough memory resources are available to complete this operation.
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
return v;
}
|
1 |
1 |
1 |
2020-04-21 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: sampler tex : register(s0);
float4 u_texclamp : register(c8);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
float4 t = tex2D(tex, fixedcoord.xy);
float4 p = In.v_color0;
float4 v = t;
return v;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: sampler tex : register(s0);
float3 u_blendFixA : register(c5);
float3 u_blendFixB : register(c6);
float u_stencilReplaceValue : register(c4);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2Dproj(tex, float4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z));
float4 p = In.v_color0;
float4 v = t;
v.rgb = v.rgb * u_blendFixA;
v.a = u_stencilReplaceValue;
return v;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4x3 u_tex : register(c14);
float4 u_uvscaleoffset : register(c17);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
Out.gl_Position = mul(viewPos, u_proj);
Out.v_color0 = In.color0;
Out.v_texcoord.xyz = mul(float4(In.position.xyz, 1.0), u_tex) * float3(u_uvscaleoffset.xy, 1.0);
return Out;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
struct VS_IN {
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = In.texcoord;
Out.v_color0 = In.color0;
Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj);
return Out;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: sampler tex : register(s0);
float3 u_blendFixA : register(c5);
float3 u_blendFixB : register(c6);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy);
float4 p = In.v_color0;
float4 v = p * t;
v.rgb = v.rgb * u_blendFixA;
return v;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 v = In.v_color0 ;
if (roundAndScaleTo255f(v.a) <= u_alphacolorref.a) clip(-1);
return v;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: sampler tex : register(s0);
float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
if (roundAndScaleTo255f(v.a) <= u_alphacolorref.a) clip(-1);
return v;
}
|
1 |
1 |
1 |
2020-02-29 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
return v;
}
|
1 |
1 |
1 |
2020-02-08 |
| D3D error in shader compilation: info: out of memory during compilation
/ code: sampler tex : register(s0);
float3 u_blendFixB : register(c6);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(p.rgb + t.rgb, p.a);
v.rgb = v.rgb * float3(v.a * 2.0, v.a * 2.0, v.a * 2.0);
return v;
}
|
1 |
1 |
1 |
2020-01-26 |
| D3D error in shader compilation: info: No hay suficientes recursos de memoria disponibles para completar esta operación.
/ code: sampler tex : register(s0);
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
v.rgb = v.rgb * float3(v.a * 2.0, v.a * 2.0, v.a * 2.0);
v.a = v.a * 2.0;
return v;
}
|
1 |
1 |
1 |
2020-01-26 |
| D3D error in shader compilation: info: C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\Shader@0x0CF1E500(124,16-57): error X4505: maximum temp register index exceeded
C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\Shader@0x0CF1E500(124,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightdir0 : register(c28);
float4 u_lightangle_spotCoef0 : register(c36);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = |
1 |
1 |
1 |
2020-01-15 |
| D3D error in shader compilation: info: C:\Users\Samsung\Documents\Nova pasta (3)\Nova pasta (2)\memory(79,32): error X3093: out of memory while parsing
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * In.color0.rgb + diffuse) * lightScale;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = float3(0, 0, 0);
Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
float3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2019-11-19 |
| D3D error in shader compilation: info: internal error: compilation aborted unexpectedly
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightpos1 : register(c25);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float4 u_ambient : register(c19);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * In.color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * In.color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * In.color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * In.color0.rgb + diffuse) * lightScale;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = float3(0, 0, 0);
Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
float3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2019-11-19 |
| D3D error in shader compilation: info: D:\dbs v2\memory(15,16): error X3018: invalid subscript 'pixelPos'
/ code: sampler tex : register(s0);
float4 u_alphacolorref : register(c1);
float4 u_alphacolormask : register(c2);
float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }
struct PS_IN {
float3 v_texcoord: TEXCOORD0;
float4 v_color0: COLOR0;
};
float4 main( PS_IN In ) : COLOR {
float4 t = tex2D(tex, In.v_texcoord.xy).bgra;
float4 p = In.v_color0;
float4 v = float4(t.rgb * p.rgb, p.a);
if (roundAndScaleTo255f(v.a) <= u_alphacolorref.a) clip(-1);
v.rgb = v.rgb * 2.0;
float z = In.pixelPos.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
outfragment.depth = z;
return v;
}
|
1 |
1 |
1 |
2019-06-10 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
Out.v_fogdepth = In.position.w;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: Not enough storage is available to complete this operation.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * In.color0.rgb + diffuse) * lightScale;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = float3(0, 0, 0);
Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float4 color1 : COLOR1;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
Out.v_color1 = In.color1.rgb;
Out.v_fogdepth = In.position.w;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: internal error: compilation aborted unexpectedly
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float4 color1 : COLOR1;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
Out.v_color1 = In.color1.rgb;
Out.v_fogdepth = In.position.w;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightpos1 : register(c25);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightpos2 : register(c26);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float4 u_ambient : register(c19);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * In.color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * In.color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * In.color0.rgb + diffuse);
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = clamp(lightSum1, 0.0, 1.0);
Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: internal error: compilation aborted unexpectedly
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightpos1 : register(c25);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightpos2 : register(c26);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float4 u_ambient : register(c19);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * In.color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * In.color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * In.color0.rgb + diffuse);
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = clamp(lightSum1, 0.0, 1.0);
Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: internal error: compilation aborted unexpectedly
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float4 color1 : COLOR1;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
Out.v_color1 = In.color1.rgb;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |
| D3D error in shader compilation: info: The paging file is too small for this operation to complete.
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float4 color1 : COLOR1;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_texcoord = float3(In.texcoord, 1.0);
Out.v_color0 = In.color0;
Out.v_color1 = In.color1.rgb;
float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);
Out.gl_Position = outPos;
return Out;
}
|
1 |
1 |
1 |
2018-12-26 |