Recent logs - v1.9.3

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Game title Version Latest Report Message
eFootball PES 2021 Libertadores T. Bendezu v1.9.3 2021-05-16 Savedata version requested on save: 3
eFootball PES 2021 Libertadores T. Bendezu v1.9.4 2021-05-16 Savedata version requested: 3
God of War®: Ghost of Sparta v1.11.2 2021-05-11 Unknown GetPointer 00000000 PC 08a68a98 LR 08a6af7c
God of War®: Ghost of Sparta v1.11 2021-05-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
God of War®: Ghost of Sparta v1.11 2021-05-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.11 2021-05-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
仮面ライダー クライマックスヒーローズ フォーゼ v1.11 2021-05-10 80020001=sceKernelCreateMutex(): invalid name
SBK®08 Superbike World Championship v1.11 2021-05-09 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094823a0): duplicate handler
SBK®08 Superbike World Championship v1.11 2021-05-08 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 099ba990): duplicate handler
MONSTER HUNTER FREEDOM UNITE™ v1.11 2021-05-07 sceDmacMemcpy(dest=0414e000, src=09603350, size=277776): overlapping read
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 0; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 colorB = color; mediump int hatsu = 0; float sat = 1.10000002384185791015625; float brt = 1.2999999523162841796875; float con = 1.10000002384185791015625; float AvgLumR = 1.10000002384185791015625; float AvgLumG = 1.2000000476837158203125; float AvgLumB = 1.2000000476837158203125; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; _gl_FragColor = vec4(color.x, color.y, color.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { highp vec4 param = A; highp vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { highp vec4 param = a; highp vec4 param_1 = b; highp vec4 param_2 = a; highp vec4 param_3 = c; highp vec4 param_4 = d; highp vec4 param_5 = e; highp vec4 param_6 = d; highp vec4 param_7 = f; highp vec4 param_8 = g; highp vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.350999832153320
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 2; mediump int diffy = 3; for (mediump int ib = -diffy; ib < diffy; ib++) { for (mediump int jb = -diffx; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875); } } float _451 = color.x; bool _453 = _451 < 0.300000011920928955078125; bool _460; if (_453) { _460 = color.y < 0.300000011920928955078125; } else { _460 = _453; } bool _467; if (_460) { _467 = color.z < 0.30000001192
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 4.0) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.7999999523162841796875; float brt = 0.800000011920928955078125; float con = 1.10000002384185791015625; float AvgLumR = 1.39999997615814208984375; float AvgLumG = 1.39999997615814208984375; float AvgLumB = 1.39999997615814208984375; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0;
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_S(inout vec3 color) { float GAUSSS_SPAN_MAX = 1.5; float GAUSSS_KERNEL_SIZE = 5.0; vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE); vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0; vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0; vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0; vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0; vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0; vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0; vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0; vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0; vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0; vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0; vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0; vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0; vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0; color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12; color /= vec3(58.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.89999997615814208984375; float brt = 0.699999988079071044921875; float con = 1.2000000476837158203125; float AvgLumR = 1.5; float AvgLumG = 1.5; float AvgLumB = 1.5; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 5; vec3 color = texture(sampler0, v_texcoord0).xyz; highp vec3 param = color; vec3 _311 = processGAUSS_S(param); color = _311; highp vec3 param_1 = color; vec3 _314 = processSHADEBOOST(param_1); color = _314; _gl_FragColor = vec4(color.x, color.y,
DBZ BUDOKAI TENKAICHI 3 LATINO v1.9.4 2021-05-16 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Patapon 3 - DxD Edition v1.0 v1.11 2021-05-03 ReadFromHardware: Invalid address 00000000 near PC 08a1d830 LR 08a1d758
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-05-02 ReadFromHardware: Invalid address 00000000 near PC 08a1a6b8 LR 08a1a960
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-05-02 ReadFromHardware: Invalid address 03180000 near PC 089656bc LR 08969164
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-05-02 WriteToHardware: Invalid address 00000000 near PC 08a552e4 LR 08a552e4
eFootball PES 2020 C19 & Nibeck Tv v1.11 2021-05-02 Unknown GetPointer 00000003 PC 08a02db8 LR 08918d40
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-05-01 ReadFromHardware: Invalid address 00000000 near PC 0882c364 LR 0882c1ac
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-04-30 ReadFromHardware: Invalid address 00000000 near PC 08a1a688 LR 08a1a960
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.11 2021-04-30 ReadFromHardware: Invalid address 00000218 near PC 08872540 LR 0887254c
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 v1.11 2021-04-28 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe54, pos=0, access=1, data=1, text=1
Shadow of Destiny v1.11 2021-04-25 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0415c000 offset: 0 (256x256 stride 256, 8888)
Spider-Man 3 v1.11 2021-04-23 Branch in Jump delay slot at 08dcae10 in block starting at 08dcae00
Spider-Man 3 v1.11 2021-04-23 Jump to invalid address: 04e790e0
Capcom® Classics Collection Remixed v1.11 2021-04-23 UNTESTED sceNetAdhocPollSocket(09fb0a20, 1, 16666, 0) at 0882e5c4
Capcom® Classics Collection Remixed v1.11 2021-04-23 UNTESTED sceNetAdhocPollSocket(09fb0a20, 1, 16666, 0) at 0882e5ac
Iron Man™ 2 v1.9.4 2021-05-11 sceDmacMemcpy(dest=041ba880, src=08e62230, size=32768): overlapping read
WWE 2K19 by GamerNafZ™ and Finn v1.11.3 2021-05-14 Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11 2021-04-20 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08aaf0e4
Patapon 3 - DxD Edition v1.0 v1.11 2021-04-19 ReadFromHardware: Invalid address 00000010 near PC 08b612c4 LR 08b612c4
KINGDOM HEARTS Birth by Sleep v1.11 2021-04-19 Ignoring possible texturing from framebuffer at 04154000 +0x56 / 256x128
グランナイツヒストリー v1.11 2021-04-18 MIPSCompileOp: Invalid instruction cc8eac89
グランナイツヒストリー v1.11 2021-04-18 MIPSCompileOp: Invalid instruction 73955a8f
YggdraUnion v1.11 2021-04-18 sceDmacMemcpy(dest=09477080, src=087792c0, size=102032): overlapping read
WWE SmackDown vs. RAW 2009 v1.11 2021-04-18 80630007=sceAtracSetData(2, 08bd6608, 00003de0): atracID uses different codec type than data
DRAGON BALL SUPER TTT BY SMARTRIX v1.11 2021-04-18 ReadFromHardware: Invalid address 53c3f8c0 near PC 53c3f8c0 LR 089ed624
DRAGON BALL SUPER TTT BY SMARTRIX v1.11 2021-04-17 ReadFromHardware: Invalid address 3a21e998 near PC 3a21e998 LR 089ed624
DRAGON BALL SUPER TTT BY SMARTRIX v1.11 2021-04-17 ReadFromHardware: Invalid address 37d2ce48 near PC 37d2ce48 LR 089ed624
DRAGON BALL SUPER TTT BY SMARTRIX v1.11 2021-04-17 ReadFromHardware: Invalid address 574800fc near PC 574800fc LR 089ed624
CODED ARMS v1.11 2021-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
DRAGON BALL SUPER TTT BY SMARTRIX v1.11 2021-04-17 ReadFromHardware: Invalid address 573351c8 near PC 573351c8 LR 089ed624
Spider-Man: Friend or Foe v1.11 2021-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Spider-Man: Friend or Foe v1.11 2021-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
NARUTO Shippuden: Kizuna Drive DEMO v1.11.3 2021-05-07 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
Avatar: The Last Airbender v1.11 2021-04-16 sceDmacMemcpy(dest=041d1400, src=09a8fee0, size=2048): overlapping read
Def Jam® Fight For NY™: The Takeover v1.11 2021-04-15 sceDmacMemcpy(dest=09749540, src=08400000, size=72384): overlapping read
Transformers: The Game v1.11 2021-04-12 ReadFromHardware: Invalid address 00000004 near PC 08a7085c LR 08a76180
Transformers: The Game v1.11 2021-04-12 ReadFromHardware: Invalid address 00000000 near PC 08a0cf5c LR 08a0cf5c
GTA: Liberty City Stories v1.11.3 2021-05-15 Trying to relocate non-loaded section (null)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11 2021-04-12 sceDmacMemcpy(dest=0414e080, src=091f72c0, size=128): overlapping read
eFootball PES 2021 By TM ARTS v1.11 2021-04-11 Unknown GetPointer 00000000 PC 08220f54 LR 08220f4c
eFootball PES 2021 By TM ARTS v1.11.3 2021-05-04 Unknown GetPointer 00000000 PC 08220eb0 LR 08000030
Def Jam® Fight For NY™: The Takeover v1.11 2021-04-11 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000006e1): duplicate handler
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11 2021-04-10 sceDmacMemcpy(dest=041411c0, src=092ebfe0, size=128): overlapping read
ナルティメットインパクト v1.11 2021-04-10 00000000=sceUtilityScreenshotInitStart(09cb6768)
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; } vs: 01f31111:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightS
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00200802 Tex LM Fog TFuncMod #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f31111:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightd
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00010000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; } vs: 01f31111:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; } vs: 01f31111:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00200802 Tex LM Fog TFuncMod #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f31111:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldo
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0000d802 Tex LM TFuncMod AlphaTest > #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; } vs: 01f31111:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * m
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00000802 Tex LM TFuncMod #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01f31111:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) {
Grand Theft Auto®: Chinatown Wars™ v1.11 2021-04-10 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest > #version 120 // ATI Radeon X1200 Series - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; } vs: 01f31111:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 120 // ATI Radeon X1200 Series - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de1650 in block starting at 08de1628
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de164c in block starting at 08de1628
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de1650 in block starting at 08de1620
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de164c in block starting at 08de1620
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de1624 in block starting at 08de1620
METAL SLUG Anthology v1.11 2021-04-10 Branch in Jump delay slot at 08de1620 in block starting at 08de1620
METAL SLUG Anthology v1.11.3 2021-05-11 Branch in Jump delay slot at 08de164c in block starting at 08de1618
METAL SLUG Anthology v1.11.3 2021-05-11 Branch in Jump delay slot at 08de1624 in block starting at 08de1618
METAL SLUG Anthology v1.11.3 2021-05-11 Branch in Jump delay slot at 08de1620 in block starting at 08de1618
ナルティメットインパクト v1.11 2021-04-09 sceDmacMemcpy(dest=0416c880, src=093614c0, size=128): overlapping read
Assassin's Creed: Bloodlines™ v1.11 2021-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09db54f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11 2021-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09db54f4, 4, 00000000, 0)
Medal of Honor Heroes™ 2 v1.11 2021-04-08 Texture cache ran out of GPU memory; switching to low memory mode
Def Jam® Fight For NY™: The Takeover v1.11 2021-04-07 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000899): duplicate handler
Star Wars®: The Force Unleashed™ v1.11 2021-04-04 BlockTransfer: Bad destination transfer address 04c9cbe0!
Star Wars®: The Force Unleashed™ v1.11 2021-04-04 Unknown GE command : 035d0011
Star Wars®: The Force Unleashed™ v1.11 2021-04-04 Bad bounding box data: c80000
DBS TTT Multiples Sagaz By LuisXD v1.11.3 2021-05-08 MIPSCompileOp: Invalid instruction 00000005
DBS TTT Multiples Sagaz By LuisXD v1.11 2021-04-03 Branch in Jump delay slot at 08e20f20 in block starting at 08e205c8
DBS TTT Multiples Sagaz By LuisXD v1.11 2021-04-03 Jump to invalid address: 0567e460
Dragon Ball Z: Tenkaichi Tag Team v1.11 2021-04-03 Branch in Jump delay slot at 095b2f44 in block starting at 095b2f44
Dragon Ball Z: Tenkaichi Tag Team v1.11 2021-04-03 Jump to invalid address: 056d8300
MONSTER HUNTER FREEDOM UNITE™ v1.11 2021-04-02 sceDmacMemcpy(dest=041ab480, src=09575bc0, size=62032): overlapping read
BLEACH ~HEAT・THE・SOUL 7~ v1.11 2021-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Crash™ Tag Team Racing v1.11 2021-04-01 80630006=sceAtracSetDataAndGetID(09c10680, 00014000): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.11 2021-03-31 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000091b): duplicate handler
le Parrain® v1.11 2021-04-02 sceMpegRingbufferPut(): invalid mpeg data
Daxter v1.11 2021-03-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e510, 4, 00000000, 0)