Recent logs - v1.13.1-130-g714afb46a

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Game title Version Latest Report Message
Def Jam® Fight For NY™: The Takeover v1.13.1-130-g714afb46a 2022-09-27 sceDmacMemcpy(dest=0967cd00, src=08400000, size=72384): overlapping read
TEKKEN DARK RESURRECTION v1.13.1-130-g714afb46a 2022-09-27 sceDmacMemcpy(dest=49d39500, src=49d2e560, size=1888): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-27 MIPSCompileOp: Invalid instruction ece77668
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961de08 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961dd58 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961dcb8 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961dc18 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961db78 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961daa8 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961da08 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961d958 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961d8c8 in block starting at 0961d7d0
FRONTIER GATE Boost+ v1.13.1-130-g714afb46a 2022-09-26 Branch in Jump delay slot at 0961d7e8 in block starting at 0961d7d0
TEKKEN DARK RESURRECTION v1.13.1-130-g714afb46a 2022-09-25 __KernelStopThread: thread 282 does not exist
METAL GEAR SOLID PEACE WALKER v1.13.1-130-g714afb46a 2022-09-09 Error in shader compilation: info: ERROR: 0:19: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000042 Tex Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 610 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0);
Ratchet v1.13.1-130-g714afb46a 2022-09-05 Error in shader compilation: info: Compile failed. ERROR: 0:21: 'gl_FragDepth' : undeclared identifer ERROR: 1 compilation errors. No code generated. 00100000:00000382 Tex TClampST TFuncMod ColorToDepth #version 100 #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR SGX 544MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; highp float depthValue = (floor(v.x * 31.99) + floor(v.y * 63.99) * 32.0 + floor(v.z * 31.99) * 2048.0) / 65535.0; gl_FragDepth = (depthValue / 1.000000) + 0.000000; }
Grand Theft Auto: Vice City Stories v1.13.1-130-g714afb46a 2022-09-04 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffse
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Brunswick Pro Bowling v1.13.1-130-g714afb46a 2022-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Rengoku 2 v1.13.1-130-g714afb46a 2022-08-30 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 0417b000 offset: 0 (256x16 stride 256, CLUT16): [C:0417b000/32 Z:00000000/0 X:0 Y:0 reint: false] [C:0417b000/256 Z:00000000/0 X:0 Y:0 reint: false]
Rengoku 2 v1.13.1-130-g714afb46a 2022-08-30 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Grand Theft Auto: Vice City Stories v1.13.1-130-g714afb46a 2022-08-30 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
Grand Theft Auto: Vice City Stories v1.13.1-130-g714afb46a 2022-08-30 FBO using existing buffer as depthbuffer, 04174000/04000000 and 04000000/04110000
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffse
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:19: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal,
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0000d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0001d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest0 > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; in
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(i
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0001d062 Tex TexAlpha Depal TFuncMod AlphaTest0 > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-26 Jump to invalid address: 05b79220
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-26 Jump to invalid address: 05b77720
Harry Potter OOTP™ v1.13.1-130-g714afb46a 2022-08-30 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false]
eFootball By TM ARTS v1.9.4 2022-09-29 Jump to invalid address: 0c900800
eFootball By TM ARTS v1.9.4 2022-09-29 Jump to invalid address: 0e010eb0
UO gpSP kai 3.4 test 4 Build 225 v1.13.1-130-g714afb46a 2022-08-30 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040d2de0 offset: 0 (256x256 stride 240, 5551): [C:040d2de0/240 Z:040cc000/768 X:0 Y:0 reint: false] [C:040c0000/240 Z:040cc000/768 X:0 Y:161 reint: false]
LEGO® Indiana Jones™: TOA v1.13.1-130-g714afb46a 2022-08-21 MIPSCompileOp: Invalid instruction 412b233d
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-21 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T820 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depa
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-21 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T820 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-21 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T820 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-25 Jump to invalid address: 07ffa8c0
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-25 MIPSCompileOp: Invalid instruction 45e42800
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-15 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 310 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T720 - GLSL 310 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-15 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 310 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T720 - GLSL 310 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depa
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-15 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 310 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T720 - GLSL 310 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index
DRAGONBALL: EVOLUTION v1.13.1-130-g714afb46a 2022-09-05 sceNetAdhocMatchingInit(4500) at 08861458
BEN 10: Protector of Earth v1.13.1-130-g714afb46a 2022-08-14 __KernelStopThread: thread 308 does not exist
BEN 10: Protector of Earth v1.13.1-130-g714afb46a 2022-08-14 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
BEN 10: Protector of Earth v1.13.1-130-g714afb46a 2022-08-14 Failed to read valid video stream data from header
BEN 10: Protector of Earth v1.13.1-130-g714afb46a 2022-08-14 Could not setup streams, unexpected stream count: 46230
XV3 v7 by LegendCrack Z SUSCRIBE. v1.13.1-130-g714afb46a 2022-08-14 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift)
XV3 v7 by LegendCrack Z SUSCRIBE. v1.13.1-130-g714afb46a 2022-08-14 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 610 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: ERROR: 0:22: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 610 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 610 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index
God of War®: Ghost of Sparta v1.13.1-130-g714afb46a 2022-08-13 WriteToHardware: Invalid address 00000029 near PC 08a882a8 LR 08a881c8
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depa
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-13 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index
METAL SLUG Anthology v1.13.1-130-g714afb46a 2022-08-13 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI5267, 4c:2e:ea:0d:52:67, 20000000, 0) at 08829190
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depa
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index
FREE RUNNING v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffs
FREE RUNNING v1.13.1-130-g714afb46a 2022-08-12 Video out requested, not supported: mode=0 size=0,0
METAL SLUG Complete v1.13.1-130-g714afb46a 2022-08-12 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI138a, 1, 2, 09fff8c0, 20000000, 0) at 088290ec
METAL SLUG Complete v1.13.1-130-g714afb46a 2022-08-12 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI072e, d0:98:b8:de:07:2e, 20000000, 0) at 08829170
Silent Hill: Shattered Memories v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000007ce Tex TexOffs Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8322 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-11 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift)
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-11 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1,
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-11 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Nazi Zombies Portable Reboot v1.13.1-130-g714afb46a 2022-08-10 Texture with unexpected bufw (full=42928)
Nazi Zombies Portable Reboot v1.13.1-130-g714afb46a 2022-08-10 Texture with unexpected bufw (full=57456)
Nazi Zombies Portable Reboot v1.13.1-130-g714afb46a 2022-08-10 Texture with unexpected bufw (full=46488)
Nazi Zombies Portable Reboot v1.13.1-130-g714afb46a 2022-08-10 Texture with unexpected bufw (full=61592)
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-12 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffs
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-12 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-12 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOff
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-11 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-11 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffs
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-11 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOff
God of War®: Ghost of Sparta v1.13.1-130-g714afb46a 2022-08-10 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01270Data/DISSINST.DAT, 09faf5f0, 00000002)
God of War®: Ghost of Sparta v1.13.1-130-g714afb46a 2022-08-10 sceIoChstat: change attr to 0000 requested
God of War®: Ghost of Sparta v1.13.1-130-g714afb46a 2022-08-10 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01270Data/PARAM.SFO, 09faf110, 00000002)
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-10 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G51 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1,
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-10 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G51 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depal
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-10 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G51 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
初音ミク -Project DIVA- extend v1.13.1-130-g714afb46a 2022-08-09 Texture cache ran out of GPU memory; switching to low memory mode
Syphon Filter™: Logan's Shadow v1.13.2 2022-09-29 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551): [C:040d4000/128 Z:04088000/128 X:0 Y:128 reint: false] [C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
Silent Hill: Shattered Memories v1.13.1-130-g714afb46a 2022-08-09 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Silent Hill: Shattered Memories v1.13.1-130-g714afb46a 2022-08-09 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/00000000
Silent Hill: Shattered Memories v1.13.1-130-g714afb46a 2022-08-09 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-09 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffse
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-04 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-09-04 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffs
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-09 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffse