Recent logs - v1.12.3-61-g11eb5fa0c

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Game title Version Latest Report Message
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 2021-11-02 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 v1.12.3-61-g11eb5fa0c 2021-10-31 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
Tom Clancy's Splinter Cell® Essentials v1.12.3-61-g11eb5fa0c 2021-10-20 __KernelStopThread: thread 347 does not exist
Tom Clancy's Splinter Cell® Essentials v1.12.3-61-g11eb5fa0c 2021-10-20 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
Tom Clancy's Splinter Cell® Essentials v1.12.3-61-g11eb5fa0c 2021-10-20 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
N.O.V.A. Near Orbit Vanguard Alliance v1.12.3-61-g11eb5fa0c 2021-10-20 MIPSCompileOp: Invalid instruction 475f5053
N.O.V.A. Near Orbit Vanguard Alliance v1.12.3-61-g11eb5fa0c 2021-10-20 MIPSCompileOp: Invalid instruction 63736964
WipEout® Pulse v1.12.3-61-g11eb5fa0c 2021-10-19 Waiting thread for 20 that was already waiting for 20
頭文字D STREET STAGE v1.12.3-61-g11eb5fa0c 2021-11-29 sceDmacMemcpy(dest=04175e00, src=0934cd80, size=512): overlapping read
pop'n music portable2 v1.12.3-61-g11eb5fa0c 2021-11-21 Waiting thread for 20 that was already waiting for 20
Assassin's Creed: Bloodlines™ v1.12.3-61-g11eb5fa0c 2021-10-20 An uneaten prefix at end of block for 08928174
Spider-Man: Friend or Foe v1.12.3-61-g11eb5fa0c 2021-11-29 Ignoring possible texturing from framebuffer at 04180000 +192x256 / 256x272
Assassin's Creed: Bloodlines™ v1.12.3-61-g11eb5fa0c 2021-11-28 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.12.3-61-g11eb5fa0c 2021-11-28 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.12.3-72-g12215a3c6 2021-11-29 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16)
頭文字D STREET STAGE v1.9.4 2021-11-07 sceDmacMemcpy(dest=04175c00, src=092dbe80, size=512): overlapping read
Ratchet v1.12.3-8-gc75784351 2021-11-30 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
頭文字D STREET STAGE v1.12.3-61-g11eb5fa0c 2021-11-04 sceDmacMemcpy(dest=04175e00, src=092d9400, size=512): overlapping read
Prince of Persia - Revelations v1.12.3-99-g6099c4f41 2021-11-30 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Prince of Persia - Revelations v1.12.3-61-g11eb5fa0c 2021-11-30 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/00000000
Prince of Persia - Revelations v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Jak & Daxter®:The Lost Frontier™ v1.12.3-74-g7d94f3777 2021-11-30 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
クロヒョウ 龍が如く新章 v1.12.3-72-g12215a3c6 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
クロヒョウ 龍が如く新章 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
クロヒョウ 龍が如く新章 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO using existing buffer as depthbuffer, 04116200/04088000 and 04088000/00000000
クロヒョウ 龍が如く新章 v1.12.3-72-g12215a3c6 2021-11-30 FBO using existing buffer as depthbuffer, 040cc000/04088000 and 04088000/00000000
クロヒョウ 龍が如く新章 v1.12.3-72-g12215a3c6 2021-11-30 FBO using existing buffer as depthbuffer, 04116400/04088000 and 04088000/00000000
Cars: Race-O-Rama v1.12.3-66-g9271db091 2021-11-28 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. texaddr: 042cc000 offset: 0 (512x512 stride 512, CLUT16)
WipEout® Pulse v1.12.3-61-g11eb5fa0c 2021-11-28 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04132000 offset: 0 (256x256 stride 256, 8888)
WipEout® Pulse v1.12.3-61-g11eb5fa0c 2021-11-29 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
WipEout® Pulse v1.12.3-61-g11eb5fa0c 2021-11-29 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
WipEout® Pulse v1.12.3-61-g11eb5fa0c 2021-11-29 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
ASPHALT : URBAN GT 2 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
ASPHALT : URBAN GT 2 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
ASPHALT : URBAN GT 2 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
ASPHALT : URBAN GT 2 v1.12.3-61-g11eb5fa0c 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 041e0000/04088000
ASPHALT : URBAN GT 2 v1.12.3-82-g643bfd670 2021-11-30 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Wipeout Pure v1.12.3-61-g11eb5fa0c 2021-10-24 sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006
頭文字D STREET STAGE v1.8.0 2021-10-22 sceDmacMemcpy(dest=04174400, src=09308500, size=512): overlapping read
OUTRUN 2006: COAST 2 COAST v1.9.3-708-g259ae2862 2021-11-29 Unimplemented HLE function Kprintf
OUTRUN 2006: COAST 2 COAST v1.9.3-708-g259ae2862 2021-11-29 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
頭文字D STREET STAGE v1.9.4 2021-10-29 sceDmacMemcpy(dest=04171400, src=091eac00, size=2048): overlapping read
Wipeout Pure v1.9.4 2021-11-01 sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006
Wipeout Pure v1.9.4 2021-11-01 sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006
Wipeout Pure v1.9.4 2021-11-01 sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006
METAL GEAR SOLID PEACE WALKER v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=512,272
Prince of Persia - Revelations v1.9.4 2021-11-30 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
頭文字D STREET STAGE v1.8.0 2021-11-02 sceDmacMemcpy(dest=04156000, src=091eadc0, size=131072): overlapping read
頭文字D STREET STAGE v1.9.4 2021-11-14 sceDmacMemcpy(dest=041cfa00, src=0922b340, size=16384): overlapping read
Ratchet v1.9.4 2021-11-30 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000
Ratchet v1.9.4 2021-11-30 FBO using existing buffer as depthbuffer, 04174000/04000000 and 04000000/04110000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO using existing buffer as depthbuffer, 04116200/04088000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO using existing buffer as depthbuffer, 040cc000/04088000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO using existing buffer as depthbuffer, 04116400/04088000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
クロヒョウ 龍が如く新章 v1.9.4 2021-11-30 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Tom Clancy's Splinter Cell® Essentials v1.9.4 2021-11-29 Rendering to framebuffer offset: 04110000 +256x0
Cars: Race-O-Rama v1.9.4 2021-11-30 Rendering to framebuffer offset: 04000000 +256x0
頭文字D STREET STAGE v1.7.5 2021-10-31 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 2021-11-01 sceDmacMemcpy(dest=04180000, src=09404bb0, size=16384): overlapping read
Pro Evolution Soccer 2012 v1.9.4 2021-11-28 Savedata version requested on save: 3
Pro Evolution Soccer 2012 v1.9.4 2021-11-28 Savedata version requested: 3
頭文字D STREET STAGE v1.8.0 2021-11-02 sceDmacMemcpy(dest=04154000, src=091eac00, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2021-11-01 sceDmacMemcpy(dest=04156000, src=091eae40, size=131072): overlapping read
TEKKEN 6 v1.9.4 2021-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Jak & Daxter®:The Lost Frontier™ v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0
Star Wars Battlefront: Elite Squadron v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0
Spider-Man: Friend or Foe v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0
SOULCALIBUR: Broken Destiny v1.9.4 2021-11-30 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Gun™ Showdown v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0
Ratchet v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0
Star Wars®: Battlefront® Renegade Squadron v1.9.4 2021-11-28 Video out requested, not supported: mode=0 size=0,0
Prince of Persia - Revelations v1.9.4 2021-11-30 Video out requested, not supported: mode=0 size=0,0