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| Game title |
Version |
Latest Report |
Hits |
Message |
| Burnout Legends |
v1.14.4 |
2023-04-23 |
4 |
Ignoring possible texturing from framebuffer at 04174000 +0x219 / 64x272 |
| Tom Clancy's Ghost Recon® Predator |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address 00000260 near PC 0885bfa0 LR 0885bfb8 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0901b340): duplicate handler |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-06-05 |
2 |
Replacement rowPitch=256, but w=2400 (level=0) |
| Kenka Bancho: Badass Rumble |
v1.14.4 |
2023-02-14 |
1 |
00000000=sceUtilityScreenshotInitStart(09420c30) |
| FIFA22 JOAQUINDLS C19 & Nibeck Tv |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=256, but w=1600 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-23 |
2 |
Replacement rowPitch=256, but w=8192 (level=0) |
| SBK® Superbike World Championship |
v1.14.4 |
2023-02-16 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092acdf0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=256, but w=512 (level=0) |
| FIFA 22 By Tutoriales Bendezu |
v1.14.4 |
2023-04-07 |
4 |
Replacement rowPitch=128, but w=1024 (level=0) |
| Midnight Club 3: Dub Edition |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=256, but w=4320 (level=0) |
| Spider-Man 3 |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address 00000d40 near PC 08a2abf4 LR 08a2abe8 |
| TEKKEN 6 |
v1.14.4 |
2023-12-11 |
6 |
Replacement rowPitch=1024, but w=2752 (level=0) |
| Mortal Kombat: Unchained |
v1.14.4 |
2023-02-14 |
1 |
Unknown GetPointerWrite 36e80084 PC 088df7c4 LR 088df7dc |
| KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2024-03-07 |
5 |
Ignoring possible texturing from framebuffer at 04174000 +1408x151 / 480x272 |
| TEKKEN 6 |
v1.14.4 |
2024-01-24 |
3 |
Replacement rowPitch=256, but w=1200 (level=0) |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address ffff9569 near PC 088048b4 LR 0880dee4 |
| Gun™ Showdown |
v1.14.4 |
2025-08-15 |
2 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| MotoGP |
v1.14.4 |
2023-03-31 |
3 |
Replacement rowPitch=2048, but w=5120 (level=0) |
| Resistance: Retribution™ |
v1.14.4 |
2023-02-14 |
1 |
Unknown GetPointerWrite 13253998 PC 08ca31e0 LR 08cd6754 |
| Grand Theft Auto: Chinatown Wars |
v1.14.4 |
2023-02-14 |
1 |
sceNetAdhocMatchingInit(204800) at 08a16e80 |
| eFootball PPSSPP Winter Season R-HAPIZ 12 |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=512, but w=3000 (level=0) |
| WWE 2K22 V1.50 BY GAMER MODDER. |
v1.16.6 |
2023-10-16 |
27 |
80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00001300): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00001200): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00001100): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00003100): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00001700): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00004d00): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00005000): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
80630007=sceAtracSetData(2, 08be96c0, 00005b00): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
2 |
80630007=sceAtracSetData(2, 08be96c0, 00010000): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
6 |
80630007=sceAtracSetData(2, 08be96c0, 0000fe00): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
7 |
80630007=sceAtracSetData(2, 08be96c0, 0000d800): atracID uses different codec type than data |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
1 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| SOUL EATER BATTLE RESONANCE |
v1.14.4 |
2023-02-14 |
6 |
80630007=sceAtracSetData(2, 08bb1680, 00038000): atracID uses different codec type than data |
| eFootball PES 2022 By ERYE CHANNEL |
v1.14.4 |
2023-08-03 |
3 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.14.4 |
2023-02-14 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (b295c254), bad data |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.14.4 |
2023-02-14 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (011001e0), bad data |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.14.4 |
2023-02-14 |
1 |
MIPSCompileOp: Invalid instruction 050f6867 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.14.4 |
2023-02-14 |
2 |
MIPSCompileOp: Invalid instruction 4d4c364b |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.14.4 |
2023-04-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (d87d8066), bad data |
| クランク&ラチェット マル秘ミッション☆イグニッション |
v1.14.4 |
2025-03-17 |
3 |
Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272 |
| 遠隔捜査 |
v1.17.1 |
2024-03-11 |
5 |
00000000=sceGeEdramSetAddrTranslation(00000400) |
| 遠隔捜査 |
v1.17.1 |
2024-11-03 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-01-13 |
15 |
00000000=sceUtilityScreenshotInitStart(093c3930) |
| WWE 2K22 V1.50 BY GAMER MODDER. |
v1.20.3 |
2026-04-27 |
122 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| Burnout Legends |
v1.14.4 |
2023-03-30 |
3 |
Ignoring possible texturing from framebuffer at 04174000 +0x193 / 64x272 |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.4 |
2023-12-28 |
9 |
Replacement rowPitch=512, but w=4096 (level=0) |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=1024, but w=8192 (level=0) |
| BRAVE STORY: NEW TRAVELER |
v1.14.4 |
2023-02-14 |
1 |
Unknown GE command : 03eaa304 |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-04-04 |
4 |
Replacement rowPitch=512, but w=5760 (level=0) |
| Driver® '76 |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address 76544eb9 near PC 08afdf80 LR 08afe02c |
| Mega Man Powered Up |
v1.17.1 |
2024-03-16 |
2 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address 00001a36 near PC 08a657b8 LR 08a63958 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-14 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| Driver 76 |
v1.14.4 |
2023-02-14 |
1 |
WriteToHardware: Invalid address 00001ca9 near PC 08000000 LR 08000000 |
| Snoopy vs. The Red Baron |
v1.14.4 |
2023-02-14 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Snoopy vs. The Red Baron |
v1.14.4 |
2023-02-14 |
1 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-04-19 |
5 |
Replacement rowPitch=256, but w=1088 (level=0) |
| eFootball Haroun Z 2022 |
v1.14.4 |
2023-05-23 |
4 |
Replacement rowPitch=512, but w=4000 (level=0) |
| eFootball Haroun Z 2022 |
v1.14.4 |
2023-09-23 |
12 |
Replacement rowPitch=512, but w=2048 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-03-14 |
4 |
Replacement rowPitch=1024, but w=12452 (level=0) |
| MONSTER HUNTER FREEDOM(TM) |
v1.14.4 |
2023-05-07 |
8 |
Replacement rowPitch=128, but w=1024 (level=0) |
| Resistance: Retribution™ |
v1.15.2 |
2023-05-06 |
5 |
Unknown GetPointerWrite 191e7428 PC 08c9f994 LR 08cd6754 |
| I Simpson™ Il Videogioco |
v1.14.4 |
2023-02-13 |
1 |
DEPTH16 depal unsupported: shift=7 mask=fe offset=0 |
| eFootball PES 2023 by T4G |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=512, but w=2560 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-05-06 |
4 |
Replacement rowPitch=256, but w=2128 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-13 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-11429 / 64x256 |
| マクロストライアングルフロンティア |
v1.14.4 |
2023-02-13 |
1 |
80630006=sceAtracSetDataAndGetID(0981b980, 000062c8): invalid RIFF header |
| マクロストライアングルフロンティア |
v1.14.4 |
2023-02-13 |
1 |
80630006=sceAtracSetDataAndGetID(09810180, 00005b70): invalid RIFF header |
| マクロストライアングルフロンティア |
v1.14.4 |
2023-02-13 |
1 |
80630006=sceAtracSetDataAndGetID(09824a40, 000023a0): invalid RIFF header |
| マクロストライアングルフロンティア |
v1.14.4 |
2023-02-13 |
1 |
80630006=sceAtracSetDataAndGetID(09f05440, 00001ad0): invalid RIFF header |
| マクロストライアングルフロンティア |
v1.14.4 |
2023-02-13 |
1 |
80630006=sceAtracSetDataAndGetID(09065000, 000ada0c): invalid RIFF header |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-13 |
1 |
D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00800382 Tex 2x TClampST TFuncMod TexArray
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-13 |
1 |
D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00400b8e Tex TexProj LM TClampST TFuncRepl TexArray
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-13 |
1 |
D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00000382 Tex TClampST TFuncMod TexArray
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-13 |
1 |
D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00200000 Fog TexArray
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-13 |
1 |
D3D error in shader compilation: info: error X3501: 'main': entrypoint not found
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define uvec3 uint3
#define uvec4 uint4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) float3(x, x, x)
#define mix lerp
#define lowp
#define mediump
#define highp
#define fract frac
#define mod(x, y) fmod(x, y)
#define DISCARD clip(-1)
#define DISCARD_BELOW(x) clip(x)
// 02180000:00000000 TexArray
|
| MONSTER HUNTER PORTABLE 3rd |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=512, but w=2560 (level=0) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-06-26 |
5 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-04-06 |
2 |
Replacement rowPitch=256, but w=2560 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
1 |
WriteToHardware: Invalid address 6e01fe74 near PC 0880dcc8 LR 0880dcc8 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-13 |
1 |
Branch in RSZeroComp delay slot at 09ceee2c in block starting at 09ceee00 |
| eFootball By TM ARTS |
v1.18.1 |
2024-12-23 |
12 |
MIPSCompileOp: Invalid instruction 040fd9d0 |
| MONSTER HUNTER PORTABLE 3rd |
v1.14.4 |
2023-03-12 |
4 |
Replacement rowPitch=128, but w=256 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09a8fa98) |
| PES 2014 |
v1.14.4 |
2023-07-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:136: 'comp' : redefinition
ERROR: 0:137: 'type' : redefinition
ERROR: 0:185: 'comp' : redefinition
ERROR: 0:186: 'type' : redefinition
ERROR: 0:234: 'comp' : redefinition
ERROR: 0:235: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull
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 float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
|
| PES 2014 |
v1.14.4 |
2023-07-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull
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 distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distan |
| PES 2014 |
v1.14.4 |
2023-07-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
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;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0 |
| PES 2014 |
v1.14.4 |
2023-07-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:133: 'comp' : redefinition
ERROR: 0:134: 'type' : redefinition
ERROR: 0:182: 'comp' : redefinition
ERROR: 0:183: 'type' : redefinition
ERROR: 0:231: 'comp' : redefinition
ERROR: 0:232: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull
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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u |
| PES 2014 |
v1.14.4 |
2023-07-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
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_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0. |
| PES 2014 |
v1.14.4 |
2023-07-16 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform 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_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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
| eFootball PES 2022 "SNE" |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=128, but w=512 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09ca9d08) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09ca9d48) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-14 |
4 |
00000000=sceUtilityScreenshotInitStart(09ca9068) |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
1 |
MIPSCompileOp: Invalid instruction 04fa0000 |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
1 |
MIPSCompileOp: Invalid instruction 7fffddef |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
1 |
MIPSCompileOp: Invalid instruction 0009ffff |