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Game title |
Version |
Latest Report |
Message |
FINAL FANTASY |
v1.12.3-61-g11eb5fa0c |
2021-12-31 |
sceDmacMemcpy(dest=04178000, src=08e14320, size=512): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-11-03 |
sceDmacMemcpy(dest=04173200, src=09a3b510, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-11-03 |
sceDmacMemcpy(dest=04154000, src=092a04e0, size=131072): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-11-02 |
sceDmacMemcpy(dest=0416a600, src=091eac00, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-12-09 |
sceDmacMemcpy(dest=04175e00, src=092db880, size=512): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-11-01 |
sceDmacMemcpy(dest=041fd000, src=09583cc0, size=4096): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-11-01 |
sceDmacMemcpy(dest=041a4400, src=094993c0, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-31 |
sceDmacMemcpy(dest=04173200, src=09afb1d0, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.16.6 |
2024-01-29 |
sceDmacMemcpy(dest=04154000, src=09323330, size=262144): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-30 |
sceDmacMemcpy(dest=04175e00, src=09315680, size=512): overlapping read |
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:49(2): error: `gl_CullDistance' undeclared
0:49(2): error: value of type float cannot be assigned to variable of type error
0:50(2): error: `gl_CullDistance' undeclared
0:50(2): error: value of type float cannot be assigned to variable of type error
00000000:0000093c HWX C T Fog Tex Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_depthRange;
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;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:45(2): error: `gl_CullDistance' undeclared
0:45(2): error: value of type float cannot be assigned to variable of type error
0:46(2): error: `gl_CullDistance' undeclared
0:46(2): error: value of type float cannot be assigned to variable of type error
00000000:0000012c HWX C Fog Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:84(2): error: `gl_CullDistance' undeclared
0:84(2): error: value of type float cannot be assigned to variable of type error
0:85(2): error: `gl_CullDistance' undeclared
0:85(2): error: value of type float cannot be assigned to variable of type error
03170001:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:1 t:0 MatUp:7 WScale 1 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:70(2): error: `gl_CullDistance' undeclared
0:70(2): error: value of type float cannot be assigned to variable of type error
0:71(2): error: `gl_CullDistance' undeclared
0:71(2): error: value of type float cannot be assigned to variable of type error
01600000:00260334 HWX N Fog Tex UVEnv Light: 1: c:0 t:0 2: c:0 t:0 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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_depthRange;
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;
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);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:71(2): error: `gl_CullDistance' undeclared
0:71(2): error: value of type float cannot be assigned to variable of type error
0:72(2): error: `gl_CullDistance' undeclared
0:72(2): error: value of type float cannot be assigned to variable of type error
01600000:00260b34 HWX T N Fog Tex UVEnv Light: 1: c:0 t:0 2: c:0 t:0 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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_depthRange;
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;
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);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:75(2): error: `gl_CullDistance' undeclared
0:75(2): error: value of type float cannot be assigned to variable of type error
0:76(2): error: `gl_CullDistance' undeclared
0:76(2): error: value of type float cannot be assigned to variable of type error
01170001:00000334 HWX N Fog Tex Light: 0: c:1 t:0 MatUp:7 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
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_depthRange;
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;
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);
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 = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:76(2): error: `gl_CullDistance' undeclared
0:76(2): error: value of type float cannot be assigned to variable of type error
0:77(2): error: `gl_CullDistance' undeclared
0:77(2): error: value of type float cannot be assigned to variable of type error
01100001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_depthRange;
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;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:72(2): error: `gl_CullDistance' undeclared
0:72(2): error: value of type float cannot be assigned to variable of type error
0:73(2): error: `gl_CullDistance' undeclared
0:73(2): error: value of type float cannot be assigned to variable of type error
01170001:00000324 HWX N Fog Light: 0: c:1 t:0 MatUp:7 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
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);
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_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:49(2): error: `gl_CullDistance' undeclared
0:49(2): error: value of type float cannot be assigned to variable of type error
0:50(2): error: `gl_CullDistance' undeclared
0:50(2): error: value of type float cannot be assigned to variable of type error
00000000:00000b34 HWX T N Fog Tex Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:77(2): error: `gl_CullDistance' undeclared
0:77(2): error: value of type float cannot be assigned to variable of type error
0:78(2): error: `gl_CullDistance' undeclared
0:78(2): error: value of type float cannot be assigned to variable of type error
01170001:00010b34 HWX T N Fog Tex TexProjPos UVMtx Light: 0: c:1 t:0 MatUp:7 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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 mediump mat4 u_texmtx;
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_depthRange;
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;
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);
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 = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:76(2): error: `gl_CullDistance' undeclared
0:76(2): error: value of type float cannot be assigned to variable of type error
0:77(2): error: `gl_CullDistance' undeclared
0:77(2): error: value of type float cannot be assigned to variable of type error
01170001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 MatUp:7 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_depthRange;
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;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:76(2): error: `gl_CullDistance' undeclared
0:76(2): error: value of type float cannot be assigned to variable of type error
0:77(2): error: `gl_CullDistance' undeclared
0:77(2): error: value of type float cannot be assigned to variable of type error
01170001:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 MatUp:7 Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 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_depthRange;
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;
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);
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 * color0.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
OUTRUN 2006: COAST 2 COAST |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
Error in shader compilation: info: 0:46(2): error: `gl_CullDistance' undeclared
0:46(2): error: value of type float cannot be assigned to variable of type error
0:47(2): error: `gl_CullDistance' undeclared
0:47(2): error: value of type float cannot be assigned to variable of type error
00000000:00000938 HWX C T Tex Cull
#version 430
// NVC1 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
}
|
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-28 |
sceDmacMemcpy(dest=04173200, src=09a73510, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-27 |
sceDmacMemcpy(dest=04172200, src=09a74b10, size=2048): overlapping read |
iso_tool 1.981 |
v1.12.3-61-g11eb5fa0c |
2021-10-27 |
sceKernelCreateThread(name=CipherBridge): unsupported attributes 00005006 |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-26 |
sceDmacMemcpy(dest=04162a00, src=09bb98c0, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.12.3-61-g11eb5fa0c |
2021-10-23 |
sceDmacMemcpy(dest=0416c200, src=09accb30, size=512): overlapping read |
WipEout® Pulse |
v1.15.4 |
2024-01-01 |
Waiting thread for 20 that was already waiting for 20 |
頭文字D STREET STAGE |
v1.14.1 |
2022-12-25 |
sceDmacMemcpy(dest=04175e00, src=0934cd80, size=512): overlapping read |
pop'n music portable2 |
v1.15.4 |
2023-06-06 |
Waiting thread for 20 that was already waiting for 20 |
Assassin's Creed: Bloodlines™ |
v1.9.3-80-g73bf6098e |
2024-09-15 |
An uneaten prefix at end of block for 08928174 |
Spider-Man: Friend or Foe |
v1.14.4-284-g473da82e8 |
2024-05-31 |
Ignoring possible texturing from framebuffer at 04180000 +192x256 / 256x272 |
クロヒョウ 龍が如く新章 |
v1.12.3-999-g97bc7a1ae |
2024-10-28 |
GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16) |
頭文字D STREET STAGE |
v1.9.4 |
2022-12-31 |
sceDmacMemcpy(dest=04175c00, src=092dbe80, size=512): overlapping read |
Ratchet |
v1.13.2 |
2024-11-23 |
Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272 |
頭文字D STREET STAGE |
v1.16.6 |
2024-03-12 |
sceDmacMemcpy(dest=04175e00, src=092d9400, size=512): overlapping read |
Jak & Daxter®:The Lost Frontier™ |
v1.13.2 |
2024-11-24 |
Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272 |
Cars: Race-O-Rama |
v1.12.3-66-g9271db091 |
2024-10-28 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. texaddr: 042cc000 offset: 0 (512x512 stride 512, CLUT16) |
WipEout® Pulse |
v1.12.3-999-g97bc7a1ae |
2024-11-18 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04132000 offset: 0 (256x256 stride 256, 8888) |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-491-g9cdd97c13b |
2024-11-23 |
A save request is already running, not starting a new one |
Wipeout Pure |
v1.9.3-477-gebffca33a |
2024-11-24 |
sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006 |
頭文字D STREET STAGE |
v1.8.0 |
2023-08-27 |
sceDmacMemcpy(dest=04174400, src=09308500, size=512): overlapping read |
OUTRUN 2006: COAST 2 COAST |
v1.9.3-708-g259ae2862 |
2024-11-23 |
Unimplemented HLE function Kprintf |
OUTRUN 2006: COAST 2 COAST |
v1.9.3-708-g259ae2862 |
2024-11-23 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
頭文字D STREET STAGE |
v1.9.4 |
2024-06-10 |
sceDmacMemcpy(dest=04171400, src=091eac00, size=2048): overlapping read |
Wipeout Pure |
v1.9.4 |
2024-11-24 |
sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006 |
Wipeout Pure |
v1.9.4 |
2024-11-24 |
sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006 |
Wipeout Pure |
v1.9.4 |
2024-11-24 |
sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006 |
METAL GEAR SOLID PEACE WALKER |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=512,272 |
Prince of Persia - Revelations |
v1.9.4 |
2024-11-24 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
頭文字D STREET STAGE |
v1.9.4 |
2024-10-27 |
sceDmacMemcpy(dest=04156000, src=091eadc0, size=131072): overlapping read |
頭文字D STREET STAGE |
v1.9.4 |
2024-11-07 |
sceDmacMemcpy(dest=041cfa00, src=0922b340, size=16384): overlapping read |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-18 |
Rendering to framebuffer offset: 04110000 +256x0 |
Cars: Race-O-Rama |
v1.9.4 |
2024-10-28 |
Rendering to framebuffer offset: 04000000 +256x0 |
頭文字D STREET STAGE |
v1.7.5 |
2024-11-10 |
sceDmacMemcpy(dest=041b4400, src=09488f00, size=2048): overlapping read |
SDガンダム ジージェネレーション オーバーワールド |
v1.9.3-142-g1439421fa |
2021-11-05 |
ReadFromHardware: Invalid address 3681e48c near PC 08a8ae50 LR 08a8ae50 |
頭文字D STREET STAGE |
v1.9.4 |
2024-02-01 |
sceDmacMemcpy(dest=04180000, src=09404bb0, size=16384): overlapping read |
Pro Evolution Soccer 2012 |
v1.9.4 |
2024-11-11 |
Savedata version requested on save: 3 |
Pro Evolution Soccer 2012 |
v1.9.4 |
2024-11-24 |
Savedata version requested: 3 |
FINAL FANTASY |
v1.9.4 |
2024-07-18 |
sceDmacMemcpy(dest=04174000, src=08da1c90, size=16384): overlapping read |
頭文字D STREET STAGE |
v1.8.0 |
2024-11-12 |
sceDmacMemcpy(dest=04154000, src=091eac00, size=16384): overlapping read |
頭文字D STREET STAGE |
v1.9.4 |
2024-11-04 |
sceDmacMemcpy(dest=04156000, src=091eae40, size=131072): overlapping read |
TEKKEN 6 |
v1.9.4 |
2024-11-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
Jak & Daxter®:The Lost Frontier™ |
v1.9.4 |
2024-11-23 |
Video out requested, not supported: mode=0 size=0,0 |
Star Wars Battlefront: Elite Squadron |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=0,0 |
Spider-Man: Friend or Foe |
v1.9.4 |
2024-11-23 |
Video out requested, not supported: mode=0 size=0,0 |
SOULCALIBUR: Broken Destiny |
v1.9.4 |
2024-11-24 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
Gun™ Showdown |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=0,0 |
Ratchet |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=0,0 |
Star Wars®: Battlefront® Renegade Squadron |
v1.9.4 |
2024-11-22 |
Video out requested, not supported: mode=0 size=0,0 |
METAL GEAR SOLID PEACE WALKER |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=512,272 |
Prince of Persia - Revelations |
v1.9.4 |
2024-11-24 |
Video out requested, not supported: mode=0 size=0,0 |
SOULCALIBUR: Broken Destiny |
v1.9.4 |
2024-11-24 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
METAL GEAR SOLID PEACE WALKER |
v1.9.4 |
2024-11-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
OUTRUN 2006: COAST 2 COAST |
v1.9.4 |
2024-11-18 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=3 NRM=1 WT=0 NW=1 IDX=0 MC=4 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-03-24 |
Unknown GetPointer 00000000 PC 08805d64 LR 08805d64 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-16 |
Unknown GetPointer 00000000 PC 0881c21c LR 0881c6e4 |
Jak & Daxter®:The Lost Frontier™ |
v1.9.4 |
2024-11-23 |
Decoding texture from VRAM mirror at 04710000 swizzle=0 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-18 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
Cars: Race-O-Rama |
v1.9.4 |
2024-09-19 |
Decoding texture from VRAM mirror at 042cc000 swizzle=0 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08afc3d8, pos=0, access=1, data=1, text=1 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08afc3bc, pos=0, access=1, data=1, text=1 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=0897230c, pos=0, access=1, data=1, text=1 |
Ratchet |
v1.9.4 |
2024-11-23 |
Decoding texture from VRAM mirror at 04710000 swizzle=0 |
クロヒョウ 龍が如く新章 |
v1.9.4 |
2024-11-24 |
Decoding texture from VRAM mirror at 04288000 swizzle=0 |
Ys –THE ARK OF NAPISHTIM- |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b40000, pos=0, access=1, data=2, text=2 |
WipEout® Pulse |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a891f4, pos=0, access=1, data=2, text=2 |
Ys –THE ARK OF NAPISHTIM- |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
SAMURAI WARRIORS: State of War |
v1.9.4 |
2024-11-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
SAMURAI WARRIORS: State of War |
v1.9.4 |
2024-11-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
DYNASTY WARRIORS |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
DYNASTY WARRIORS |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
Tom Clancy's Splinter Cell® Essentials |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
Wipeout Pure |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=fefefefe, pos=0, access=1, data=2, text=2 |
Wipeout Pure |
v1.9.4 |
2024-11-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00646177, pos=0, access=1, data=1, text=1 |
OUTRUN 2006: COAST 2 COAST |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1 |
OUTRUN 2006: COAST 2 COAST |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=1, text=1 |
OUTRUN 2006: COAST 2 COAST |
v1.9.4 |
2024-11-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2 |