Recent logs - v1.11.2-917-g89e70c319

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Game title Version Latest Report Message
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.11.2-917-g89e70c319 2024-11-12 Unknown GetPointer efece115 PC 08bf1b50 LR 08bf1c20
PATCH SPARTAN11 v1.9.4 2024-11-23 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456014f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456014b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560147
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560143
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456013f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456013b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560137
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560133
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456012f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456012b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560127
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560123
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456011f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456011b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560117
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560113
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456010f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456010b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560107
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560103
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600ff
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600fb
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600f7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600f3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600ef
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600eb
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600e7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600e3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600df
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600db
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600d7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600d3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600cf
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600cb
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600c7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600c3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600bf
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600bb
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600b7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600b3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600af
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600ab
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600a7
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 445600a3
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456009f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456009b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560097
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560093
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456008f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456008b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560087
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560083
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456007f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456007b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560077
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560073
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456006f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456006b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560067
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560063
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456005f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456005b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560057
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560053
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456004f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456004b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560047
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560043
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456003f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456003b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560037
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560033
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456002f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456002b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560027
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560023
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456001f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456001b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560017
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560013
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456000f
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 4456000b
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560007
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 Unknown instruction 000000ff at 44560003
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 WriteToHardware: Invalid address 55785a08 near PC 08830654 LR 0883064c
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 ReadFromHardware: Invalid address 55785a08 near PC 0883064c LR 0883064c
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 WriteToHardware: Invalid address 557859ec near PC 08a2aa10 LR 08a2aa08
God of War: Chains of Olympus v1.11.2-917-g89e70c319 2024-10-28 ReadFromHardware: Invalid address 55785a28 near PC 08afc4b8 LR 08a140d4
PATCH SPARTAN11 v1.9.4 2024-11-23 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:48: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01070000:0000093c HWX C T Fog Tex Light: MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:39: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000012c HWX C Fog Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:50: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01070000:003a033c HWX C N Fog Tex UVEnv Light: 2: c:0 t:0 3: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:70: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01100001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in 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 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; 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); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01070000:0000012c HWX C Fog Light: MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; out lowp vec4 v_color0; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:36: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000128 HWX C Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:43: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:40: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); float rotAngle = 3.141593; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Gran Turismo® v1.11.2-917-g89e70c319 2024-10-26 Error in shader compilation: info: Compile failed. ERROR: 0:50: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01070000:003a033c HWX C N Fog Tex UVEnv Light: 2: c:0 t:0 3: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*0.000500; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xy *= 1.000788; vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 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.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }