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Game title |
Version |
Latest Report |
Message |
eFootball Chelito 19 |
v1.14.1-16-g976190cd4 |
2025-01-24 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:83: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:86: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:132: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:135: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:181: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:184: '==' : wron
05000000:c0c00b10 HWX T N Tex Bones:4 Light: LightUberShader WScale 2
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c0c00b10 HWX T N Tex Bones:4 Light: LightUberShader WScale 2
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = 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) |
eFootball Chelito 19 |
v1.14.1-16-g976190cd4 |
2025-01-24 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:87: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:90: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:136: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:139: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:185: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:188: '==' : wron
05000000:c1c00b10 HWX T N Tex Bones:8 Light: LightUberShader WScale 2
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1c00b10 HWX T N Tex Bones:8 Light: LightUberShader WScale 2
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
low |
eFootball Chelito 19 |
v1.14.1-16-g976190cd4 |
2025-01-24 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:86: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:89: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:135: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:138: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:184: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:187: '==' : wron
05000000:c1400b10 HWX T N Tex Bones:6 Light: LightUberShader WScale 2
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1400b10 HWX T N Tex Bones:6 Light: LightUberShader WScale 2
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = 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 f |
eFootball Chelito 19 |
v1.14.1-16-g976190cd4 |
2025-01-24 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:85: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:88: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:134: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:137: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:183: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:186: '==' : wron
05000000:c1000b10 HWX T N Tex Bones:5 Light: LightUberShader WScale 2
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1000b10 HWX T N Tex Bones:5 Light: LightUberShader WScale 2
in mediump vec4 w1;
in mediump float w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = 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_ligh |
eFootball Chelito 19 |
v1.14.1-16-g976190cd4 |
2025-01-24 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:87: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:90: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:136: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:139: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:185: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:188: '==' : wron
05000000:c1800b10 HWX T N Tex Bones:7 Light: LightUberShader WScale 2
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1800b10 HWX T N Tex Bones:7 Light: LightUberShader WScale 2
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = 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 dis |
Demo |
v1.18.1-405-g0b4ca639a4 |
2025-01-30 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Worms Open Warfare 2 |
v1.18.1-38-g2daca0fedf |
2025-01-31 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1-92-gfe6db07f0d |
2025-02-01 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Silent Hill®: Origins |
v1.18.1-816-g008aaa8327 |
2025-02-01 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
God of War™: Ghost of Sparta |
v1.18.1-87-gda0168f41a |
2025-02-01 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War™: Ghost of Sparta |
v1.18.1-945-gb0182ed0e6 |
2025-02-01 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
eFootball Chelito 19 |
v1.9.4 |
2025-02-01 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.18.1 |
2025-01-31 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
eFootball ALDAIR KITMAKER |
v1.9.4 |
2025-01-31 |
Savedata version requested on save: 3 |
eFootball ALDAIR KITMAKER |
v1.9.4 |
2025-01-31 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2025-02-01 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
eFootball Chelito 19 |
v1.9.4 |
2025-02-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2025-02-01 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2025-02-01 |
Savedata version requested on save: 3 |
Worms Open Warfare 2 |
v1.18.1-38-g2daca0fedf |
2025-01-31 |
Failed to read valid video stream data from header |
No Gravity - The Plague Of Mind |
v1.14.4-723-gf6573a4d7 |
2024-08-05 |
Ignoring possible texturing from framebuffer at 04164000 +0x128 / 128x272 |
God of War™: Ghost of Sparta |
v1.14.4-967-gceaaaaeff |
2025-01-31 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
Demo |
v1.9.4 |
2025-01-30 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
No Gravity - The Plague Of Mind |
v1.9.4 |
2025-01-29 |
Video out requested, not supported: mode=0 size=0,0 |
Worms Open Warfare 2 |
v1.9.4 |
2025-01-31 |
Could not setup streams, unexpected stream count: 768 |
Worms Open Warfare 2 |
v1.9.4 |
2025-01-31 |
Could not setup streams, unexpected stream count: 4096 |
鉄拳6 |
v1.9.4 |
2025-01-29 |
80020001=sceKernelCreateEventFlag((invalid), 00000200, 00000000, 00000000): invalid name |
Silent Hill®: Origins |
v1.9.4 |
2025-02-01 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 29 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 20 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=0881f1b8, pos=0, access=1, data=2, text=2 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=0881f1b8, pos=0, access=1, data=1, text=1 |
STREET FIGHTER ALPHA3 MAX |
v1.9.4 |
2025-02-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
STREET FIGHTER ALPHA3 MAX |
v1.9.4 |
2025-02-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Virtua Tennis 3 |
v1.9.4 |
2025-02-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Worms Open Warfare 2 |
v1.9.4 |
2025-01-31 |
Unexpected mpeg first timestamp: 0 / 0 |
Viewtiful Joe Red Hot Rumble |
v1.9.4 |
2025-01-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b80000, pos=0, access=1, data=1, text=1 |
Viewtiful Joe Red Hot Rumble |
v1.9.4 |
2025-01-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000004, pos=0, access=1, data=2, text=2 |
Viewtiful Joe Red Hot Rumble |
v1.9.4 |
2025-01-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
Viewtiful Joe Red Hot Rumble |
v1.9.4 |
2025-01-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b52af0, pos=0, access=1, data=1, text=1 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2025-02-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
DEAD OR ALIVE Paradise |
v1.9.4 |
2025-01-29 |
VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=2 WT=0 NW=1 IDX=1 MC=2 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 14 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 5 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 26 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 8 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 27 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 28 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 23 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 22 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 21 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 17 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 15 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 16 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 11 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 10 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 7 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 4 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 3 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 1 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 24 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 25 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 19 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 18 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 13 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 12 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 9 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 6 |
TOCA Race Driver 2 |
v1.9.4 |
2025-01-30 |
GE Interrupt: newState might be 0 |