Recent logs - v1.13.2-2494-g6a6ec80f6

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Game title Version Latest Report Message
Dragon Ball Z: Tenkaichi Tag Team v1.13.2-2494-g6a6ec80f6 2024-03-28 ReadFromHardware: Invalid address 0098967f near PC 088261b4 LR 088261a4
Dragon Ball Z: Tenkaichi Tag Team v1.13.2-2494-g6a6ec80f6 2024-03-28 ReadFromHardware: Invalid address 0098968f near PC 088261a4 LR 088261a4
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2-2494-g6a6ec80f6 2024-03-24 WriteToHardware: Invalid address 00000000 near PC 0897569c LR 0898633c
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2-2494-g6a6ec80f6 2024-03-24 WriteToHardware: Invalid address 0c000000 near PC 0897569c LR 0898633c
Dragon Ball Z: Tenkaichi Tag Team v1.13.2-2494-g6a6ec80f6 2024-03-24 ReadFromHardware: Invalid address 3bf584db near PC 08a5e9f4 LR 08a5fd24
Dragon Ball Z: Tenkaichi Tag Team v1.13.2-2494-g6a6ec80f6 2024-03-24 WriteToHardware: Invalid address 00989747 near PC 0881fc8c LR 0881fc9c
Dragon Ball Z: Tenkaichi Tag Team v1.13.2-2494-g6a6ec80f6 2024-03-24 ReadFromHardware: Invalid address 0098967f near PC 08824f88 LR 08824fb8
Gran Turismo® v1.13.2-2494-g6a6ec80f6 2024-03-16 WriteToHardware: Invalid address 3ffffffc near PC 08b60824 LR 08b60824
Gran Turismo® v1.13.2-2494-g6a6ec80f6 2024-03-16 UI scissor out of bounds in CwCheatScreen: 410,0-550,1280 / 1366,685
Gran Turismo® v1.13.2-2494-g6a6ec80f6 2024-03-16 UI scissor out of bounds in CwCheatScreen: 410,0-956,685 / 960,544
LUNAR: SILVER STAR HARMONY v1.13.2-2494-g6a6ec80f6 2024-02-17 ReadFromHardware: Invalid address 00006300 near PC 089822d8 LR 089822f0
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" Fragment info ------------- 0(27) : error C7011: implicit cast from "int" to "uint" 0(27) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >= #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >= uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00a00002 Tex Fog 2x TFuncMod #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00a00002 Tex Fog 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightC
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Fragment info ------------- 0(27) : error C7011: implicit cast from "int" to "uint" 0(27) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >= #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >= uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 00000000:00000938 HWX C T Tex Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000938 HWX C T Tex Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 > #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 > uniform sampler2D tex; uniform uint u_alphacolorref; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_ligh
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(224) : error C7011: implicit cast from "int" to "uint" 0(223) : error C7011: implicit cast from "int" to "uint" 0(175) : error C7011: implicit cast from "int" to "uint" 0(174) : error C7011: implicit cast from "int" to "uint" 0(126) : error C7011: implicit cast from "int" to "uint" 0(125) : error C7011: implicit cast from "int" to "uint" 0(77) : error C7011: implicit cast from "int" to "uint" 0(76) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00000000 #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000000 in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 01000000:80000128 HWX C Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } }
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > uniform sampler2D tex; uniform uint u_alphacolorref; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_light
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800002 Tex 2x TFuncMod #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800002 Tex 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else {
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" Fragment info ------------- 0(24) : error C7011: implicit cast from "int" to "uint" 0(24) : error C7011: implicit cast from "int" to "uint" fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightS
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Fragment info ------------- 0(24) : error C7011: implicit cast from "int" to "uint" 0(24) : error C7011: implicit cast from "int" to "uint" fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 00000000:00000b38 HWX C T N Tex Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b38 HWX C T N Tex Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(227) : error C7011: implicit cast from "int" to "uint" 0(226) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(177) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(128) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" 0(79) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00000002 Tex TFuncMod #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000002 Tex TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(to
SOL TRIGGER v1.13.2-2494-g6a6ec80f6 2024-02-12 Error in shader program link: info: Vertex info ----------- 0(227) : error C7011: implicit cast from "int" to "uint" 0(226) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(177) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(128) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" 0(79) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00000022 Tex TexAlpha TFuncMod #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000022 Tex TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 420 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toL
Kenka Bancho: Badass Rumble v1.13.2-2494-g6a6ec80f6 2024-01-10 WriteToHardware: Invalid address 00000000 near PC 08902f50 LR 089031bc
Kenka Bancho: Badass Rumble v1.13.2-2494-g6a6ec80f6 2024-01-10 ReadFromHardware: Invalid address 3d0078ad near PC 08902f30 LR 089031bc
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00033000, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00032800, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00032000, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00031800, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00031000, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 ReadFromHardware: Invalid address 00030030 near PC 089b3cc0 LR 089b3cc0
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 80420014=__sceSasCoreWithMix(09b6fec0, 00030800, 4096, 4096): invalid address
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 Unknown GetPointer 00000000 PC 089b00a8 LR 089b00b0
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 WriteToHardware: Invalid address 00000000 near PC 089b56dc LR 089b9578
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.2-2494-g6a6ec80f6 2023-12-29 Unknown GetPointerWrite 00000000 PC 089b5980 LR 089b5988
グランナイツヒストリー v1.13.2-2494-g6a6ec80f6 2023-12-21 00000000=sceUtilityScreenshotInitStart(08df0870)
UFC® Undisputed™ 2010 v1.13.2-2494-g6a6ec80f6 2023-12-21 ReadFromHardware: Invalid address 26f0e29f near PC 08891988 LR 08891458
God of War: Chains of Olympus v1.13.2-2494-g6a6ec80f6 2023-12-21 WriteToHardware: Invalid address 000000d4 near PC 09d995e4 LR 08843170
God of War: Chains of Olympus v1.13.2-2494-g6a6ec80f6 2023-12-21 ReadFromHardware: Invalid address 000000a8 near PC 09d995e4 LR 08843170
God of War™: Ghost of Sparta v1.13.2-2494-g6a6ec80f6 2023-12-20 ReadFromHardware: Invalid address 00000018 near PC 08a1c328 LR 08a1c328
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2-2494-g6a6ec80f6 2023-12-20 WriteToHardware: Invalid address 00000590 near PC 088563e8 LR 088563e8
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2-2494-g6a6ec80f6 2023-12-20 ReadFromHardware: Invalid address 000004a4 near PC 08960ee8 LR 08960fd0
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2-2494-g6a6ec80f6 2023-12-20 ReadFromHardware: Invalid address 00000000 near PC 08810f6c LR 08856248
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2-2494-g6a6ec80f6 2023-12-20 ReadFromHardware: Invalid address 00000010 near PC 08856200 LR 08856200
GODS EATER BURST v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in GameSettingsScreen: 315,0-1590,1080 / 1535,780
BOXER'S ROAD2 ザ・リアル v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in CwCheatScreen: 410,0-624,986 / 1366,685
BOXER'S ROAD2 ザ・リアル v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in CwCheatScreen: 205,0-478,343 / 517,493
UFC® Undisputed™ 2010 v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in SavedataScreen: 1516,75-0,74 / 1366,685
WWE SmackDown vs. RAW 2010 v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in CwCheatScreen: 410,0-624,1088 / 1366,685
WWE SmackDown vs. RAW 2010 v1.13.2-2494-g6a6ec80f6 2023-12-20 UI scissor out of bounds in CwCheatScreen: 205,0-478,343 / 517,544
UFC® Undisputed™ 2010 v1.13.2-2494-g6a6ec80f6 2023-12-20 WriteToHardware: Invalid address 00003bf4 near PC 08a8b0d8 LR 08a8b044
RIDGE RACER v1.13.2-2494-g6a6ec80f6 2023-12-18 ReadFromHardware: Invalid address 1eadef1f near PC 0881ffec LR 0881ece4
White Knight Chronicles™: Origins v1.13.2-2494-g6a6ec80f6 2023-11-28 00000000=sceUtilityScreenshotInitStart(09c99a2c)
Toy Story 3 v1.13.2-2494-g6a6ec80f6 2023-11-22 ReadFromHardware: Invalid address 0048ad00 near PC 08b44fcc LR 08aa6294
Toy Story 3 v1.13.2-2494-g6a6ec80f6 2023-11-22 Unknown GetPointerWrite 0000ace0 PC 08a03a3c LR 08a03a44
Toy Story 3 v1.13.2-2494-g6a6ec80f6 2023-11-22 ReadFromHardware: Invalid address 0048ace4 near PC 08a6a8ac LR 08a6a940
Innocent Life v1.13.2-2494-g6a6ec80f6 2023-11-20 WriteToHardware: Invalid address 0000003a near PC 0880563c LR 0882fe30
Innocent Life v1.13.2-2494-g6a6ec80f6 2023-11-20 ReadFromHardware: Invalid address 0000000e near PC 08873564 LR 0886efb0
Innocent Life v1.13.2-2494-g6a6ec80f6 2023-11-20 ReadFromHardware: Invalid address 00000014 near PC 0882f8d0 LR 0882f85c
Innocent Life v1.13.2-2494-g6a6ec80f6 2023-11-20 ReadFromHardware: Invalid address 0000003a near PC 0882f878 LR 0882f85c
The 3rd Birthday® v1.13.2-2494-g6a6ec80f6 2023-11-19 UI scissor out of bounds in GameSettingsScreen: 210,0-1700,1080 / 960,544
METAL GEAR SOLID PORTABLE OPS v1.13.2-2494-g6a6ec80f6 2023-11-19 UI scissor out of bounds in CwCheatScreen: 410,0-1510,997 / 960,544
God of War™: Ghost of Sparta v1.13.2-2494-g6a6ec80f6 2023-11-18 ReadFromHardware: Invalid address 00000028 near PC 088f1af4 LR 088f1aa0
Ghost Rider v1.16.6 2024-01-26 ReadFromHardware: Invalid address 03480f34 near PC 0892cc10 LR 0892cc10
Ghost Rider v1.13.2-2494-g6a6ec80f6 2023-11-18 WriteToHardware: Invalid address 43480dd0 near PC 089eee88 LR 089f64d4
Pro Evolution Soccer 2019 v1.16.6-330-g74a13b0ca 2023-11-20 WriteToHardware: Invalid address 00000004 near PC 08863d5c LR 08856c24
Pro Evolution Soccer 2019 v1.16.6-330-g74a13b0ca 2023-11-20 ReadFromHardware: Invalid address 00000004 near PC 08863d5c LR 08856c24
Pro Evolution Soccer 2019 v1.13.2-2494-g6a6ec80f6 2023-11-18 ReadFromHardware: Invalid address 00000000 near PC 0881c154 LR 0881c154
God of War: Chains of Olympus v1.13.2-2494-g6a6ec80f6 2023-11-06 WriteToHardware: Invalid address 00000539 near PC 089b6f5c LR 089b7194
God of War: Chains of Olympus v1.13.2-2494-g6a6ec80f6 2023-11-06 ReadFromHardware: Invalid address 0000053d near PC 089b6f5c LR 089b7194
Resistance: Retribution™ v1.16.6 2023-11-26 Unknown GetPointerWrite ebffa938 PC 08cd674c LR 08cd6754
Tomb Raider: Legend™ v1.13.2-2494-g6a6ec80f6 2023-10-24 sceDmacMemcpy(dest=041a4800, src=091cdb70, size=5120): overlapping read
Patapon™3 v1.13.2-2494-g6a6ec80f6 2023-10-22 ReadFromHardware: Invalid address 00000000 near PC 08b4e884 LR 08b4e964
Patapon® 3 v1.13.2-2494-g6a6ec80f6 2023-10-22 ReadFromHardware: Invalid address 0a000000 near PC 08869eb4 LR 08869ed8
VALHALLAKNIGHTS v1.13.2-2494-g6a6ec80f6 2023-10-22 WriteToHardware: Invalid address 00000001 near PC 0881b604 LR 0881b5d8
VALHALLAKNIGHTS v1.13.2-2494-g6a6ec80f6 2023-10-22 ReadFromHardware: Invalid address 00000001 near PC 0881b5d8 LR 0881b5d8
RENGOKU: The Tower of Purgatory v1.13.2-2494-g6a6ec80f6 2023-10-22 Unknown GetPointerWrite 00000000 PC 08883ff4 LR 08883ffc
eFootball By TM ARTS v1.16.6 2024-01-09 ReadFromHardware: Invalid address 00000000 near PC 08a47880 LR 08a3fbb0
FINAL FANTASY II v1.13.2-2494-g6a6ec80f6 2023-10-01 UI scissor out of bounds in GamePauseScreen: 2245,20-300,1329 / 960,544
FINAL FANTASY II v1.13.2-2494-g6a6ec80f6 2023-10-01 UI scissor out of bounds in GamePauseScreen: 0,20-2235,1329 / 960,544
eFootball By TM ARTS v1.9.4 2024-04-22 Savedata version requested: 3
VALKYRIE PROFILE -LENNETH- v1.13.2-2494-g6a6ec80f6 2023-09-15 UI scissor out of bounds in GamePauseScreen: 1447,30-450,986 / 954,517
VALKYRIE PROFILE -LENNETH- v1.13.2-2494-g6a6ec80f6 2023-09-15 UI scissor out of bounds in GamePauseScreen: 0,30-1433,986 / 954,517
eFootball Chelito 19 v1.9.4 2024-04-22 Savedata version requested: 3
BOMBERMAN v1.13.2-2494-g6a6ec80f6 2023-09-07 UI scissor out of bounds in GamePauseScreen: 20,85-668,683 / 1366,685
BOMBERMAN v1.13.2-2494-g6a6ec80f6 2023-09-07 UI scissor out of bounds in GamePauseScreen: 20,85-668,683 / 1370,729
BOMBERMAN v1.13.2-2494-g6a6ec80f6 2023-09-07 ReadFromHardware: Invalid address 00000013 near PC 088d85e0 LR 088d85e0
Prince of Persia: The Forgotten Sands™ v1.13.2-2494-g6a6ec80f6 2023-09-07 UI scissor out of bounds in GameSettingsScreen: 210,0-1150,729 / 1366,685
Persona3 PORTABLE v1.13.2-2494-g6a6ec80f6 2023-08-11 WriteToHardware: Invalid address 0cccccdc near PC 089cd23c LR 08ab933c
Persona3 PORTABLE v1.13.2-2494-g6a6ec80f6 2023-08-11 ReadFromHardware: Invalid address 0cccccdc near PC 089cd23c LR 08ab933c
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.13.2-2494-g6a6ec80f6 2023-08-11 Unknown GetPointer 0a00079c PC 08ac02fc LR 08ac02fc
Need For Speed™ Underground Rivals v1.13.2-2494-g6a6ec80f6 2023-08-11 UI scissor out of bounds in MainScreen: 61,0-1250,817 / 1722,816
Need For Speed™ Underground Rivals v1.13.2-2494-g6a6ec80f6 2023-08-11 UI scissor out of bounds in CwCheatScreen: 518,0-1002,721 / 1520,720
STAR OCEAN: Second Evolution v1.13.2-2494-g6a6ec80f6 2023-08-09 UI scissor out of bounds in GameSettingsScreen: 210,0-1700,1080 / 960,544
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 UI scissor out of bounds in CwCheatScreen: 410,0-1030,817 / 960,544
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 WriteToHardware: Invalid address 00000131 near PC 088df78c LR 088df780
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 WriteToHardware: Invalid address 000007f0 near PC 088c2d34 LR 088bc2c8
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 WriteToHardware: Invalid address 000007d0 near PC 088b4c04 LR 088b4b90
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 ReadFromHardware: Invalid address 000007f0 near PC 088b362c LR 088b3cc0
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 WriteToHardware: Invalid address 000007a8 near PC 088b3c34 LR 088b3c34
FINAL FANTASY 零式 ディスク1 v1.13.2-2494-g6a6ec80f6 2023-08-06 ReadFromHardware: Invalid address 2eafd7f0 near PC 088b3c00 LR 088adaf4