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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f6f7f6 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction efeff6fa |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eeeeecf0 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f6f9fa |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eef1f5f3 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction efeff2f3 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction 78383838 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eff1f2f3 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f0ecee |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f6f9fd |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f3f2f1 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f5f3f2 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction 7bd8faf8 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f1f0e7 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction b2e8fcfb |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction 7ed5f8f3 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction efe3c8b5 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
8 |
MIPSCompileOp: Invalid instruction 47474747 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction 453d9ae4 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction cec3c3cd |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction efe7e4e4 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eceef1f5 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
1 |
WriteToHardware: Invalid address deadb4df near PC 08f42584 LR 08915c1c |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction efeceff1 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f5f6f5 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f2f1f1 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f2f3f7 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eceff3f5 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction eeeae4f3 |
| WWE'12 |
v1.14.4 |
2023-02-28 |
4 |
MIPSCompileOp: Invalid instruction f3f5f3fa |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-28 |
1 |
WriteToHardware: Invalid address 3b2e67c0 near PC 08832b70 LR 08832b70 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fc2fd0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093187c0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093de8d0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090be100): duplicate handler |
| 300: March to Glory |
v1.14.4 |
2024-12-11 |
2 |
WriteToHardware: Invalid address 000026c8 near PC 08989278 LR 08987cc4 |
| eFootball By TM ARTS |
v1.14.4 |
2024-07-21 |
2 |
Replacement rowPitch=512, but w=2220 (level=0) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-28 |
1 |
WriteToHardware: Invalid address 00000070 near PC 089bcac4 LR 089bc680 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-07-09 |
2 |
WriteToHardware: Invalid address 00000204 near PC 089bcac4 LR 089bc680 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-28 |
1 |
WriteToHardware: Invalid address 000001ee near PC 089bcac4 LR 089bc680 |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(d2KLKKe, 2, 4, 09fff460, 30000000, 0) at 088d05d4 |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(f2K71ce, 2, 4, 09fff460, 30000000, 0) at 088d05d4 |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71ce, 04:73:f0:17:80:da, 30000000, 0) at 088d02ac |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(c14IdJe, d6:37:d3:76:1d:a9, 30000000, 0) at 088d02ac |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(c14IdJd, 2, 3, 09fff460, 30000000, 0) at 088d05d4 |
| BOMBERMAN |
v1.14.4 |
2023-02-28 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(c14IdJd, d6:37:d3:76:1d:a9, 30000000, 0) at 088d02ac |
| ボンバーマン ポータブル |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(e144Jbe, 04:73:f0:17:80:da, 30000000, 0) at 088cce7c |
| ボンバーマン ポータブル |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(e144Jbd, 2, 3, 09fff460, 30000000, 0) at 088cd1a4 |
| FRONTIER GATE Boost+ |
v1.9.3 |
2025-03-26 |
4 |
MIPSCompileOp: Invalid instruction 02020301 |
| ボンバーマン ポータブル |
v1.14.4 |
2023-02-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(d01LJLd, 2, 3, 09fff460, 30000000, 0) at 088cd1a4 |
| ボンバーマン ポータブル |
v1.14.4 |
2023-02-28 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(d01LJLd, fc:4a:c0:2c:ae:4a, 30000000, 0) at 088cce7c |
| FRONTIER GATE Boost+ |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 001b017f |
| FRONTIER GATE Boost+ |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 02070001 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 431e0000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 41e60000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 439ec000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
2 |
MIPSCompileOp: Invalid instruction 41340000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 431d8000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
2 |
MIPSCompileOp: Invalid instruction 43880000 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-02-28 |
2 |
MIPSCompileOp: Invalid instruction 43f00000 |
| ボンバーマン ポータブル |
v1.14.4 |
2023-02-28 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71cc, d4:e9:f5:e1:72:b0, 30000000, 0) at 088cce7c |
| ボンバーマン ポータブル |
v1.14.4 |
2023-03-18 |
6 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(f2K71cc, 2, 2, 09fff470, 30000000, 0) at 088cd1a4 |
| ボンバーマン ポータブル |
v1.14.4 |
2023-03-18 |
4 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71cc, 04:73:f0:17:80:da, 30000000, 0) at 088cce7c |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=256, but w=2456 (level=0) |
| eFootball PES 2022 "SNE" |
v1.14.4 |
2023-05-07 |
4 |
Replacement rowPitch=256, but w=400 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-18 |
3 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI72b0, d4:e9:f5:e1:72:b0, 20000000, 0) at 08829190 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-18 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI72b0, 1, 2, 09fff8c0, 20000000, 0) at 0882910c |
| eFootball Haroun Z 2022 |
v1.14.4 |
2023-08-20 |
8 |
Replacement rowPitch=1024, but w=2224 (level=0) |
| eFootball 2023 Special Ligue 2 RH12 |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=512, but w=2924 (level=0) |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-05-03 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0914c3e0): duplicate handler |
| RIDGE RACER 2 |
v1.14.4 |
2023-02-28 |
1 |
Ignoring possible texturing from framebuffer at 0416b780 +512x127 / 256x272 |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 4200ff10 |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-03-27 |
11 |
MIPSCompileOp: Invalid instruction 0000000e |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 43000324 |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-02-28 |
1 |
MIPSCompileOp: Invalid instruction 43000a24 |
| TEKKEN 6 |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=1536, but w=2240 (level=0) |
| Iso Super Heroes Tenkaichi V5 Final A.O |
v1.14.4 |
2023-03-06 |
5 |
Truncating vertex count from 29124 to 21845 |
| 初音ミク -Project DIVA- extend |
v1.14.4 |
2023-02-28 |
1 |
00000000=sceUtilityScreenshotInitStart(09241170) |
| TEKKEN DARK RESURRECTION |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=1024, but w=3696 (level=0) |
| METAL GEAR SOLID DIGITAL GRAPHIC NOVEL |
v1.14.4 |
2023-02-28 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-06-27 |
23 |
00000000=sceUtilityScreenshotInitStart(09c921fc) |
| PES 2014 |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=2048, but w=2560 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-02-28 |
1 |
Replacement rowPitch=2048, but w=4088 (level=0) |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-02-28 |
26 |
80420014=__sceSasCore(08af2040, 00001000): invalid address |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-02-28 |
26 |
80420014=__sceSasCore(08af2040, 00001400): invalid address |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-03-13 |
3 |
Replacement rowPitch=512, but w=2036 (level=0) |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-06-01 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093b9f60): duplicate handler |
| KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.14.4 |
2023-04-22 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +0x178 / 256x272 |
| Megamind |
v1.14.4 |
2023-03-19 |
2 |
Ignoring possible texturing from framebuffer at 041ac000 +0x44 / 64x64 |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2023-06-14 |
7 |
Replacement rowPitch=1024, but w=5120 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-28 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIe5e3, 30:a1:d7:da:e5:e3, 20000000, 0) at 088e683c |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-28 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI7149, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| Untold Legends The Warrior's Code |
v1.14.4 |
2023-02-28 |
33 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Midnight Club 3: Dub Edition |
v1.17.1 |
2024-04-11 |
3 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Brigada M |
v1.14.4 |
2023-02-28 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:123: 'comp' : redefinition
ERROR: 0:124: 'type' : redefinition
ERROR: 0:172: 'comp' : redefinition
ERROR: 0:173: 'type' : redefinition
ERROR: 0:221: 'comp' : redefinition
ERROR: 0:222: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000929 HWX C T LM 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))
// 01000000:80000929 HWX C T LM 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 lowp vec3 v_color1;
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 << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? 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) != 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;
|
| Brigada M |
v1.14.4 |
2023-02-28 |
5 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b31 HWX T N LM 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))
// 01000000:80000b31 HWX T N LM 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 lowp vec3 v_color1;
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);
|
| Brigada M |
v1.14.4 |
2023-02-28 |
5 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000939 HWX C T LM 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))
// 01000000:80000939 HWX C T LM 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 lowp vec3 v_color1;
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 << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? 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) != 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 {
|
| Brigada M |
v1.14.4 |
2023-02-28 |
5 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM 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))
// 01000000:80000b39 HWX C T N LM 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 lowp vec3 v_color1;
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 << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? 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) != 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 |
| Crash® of the Titans |
v1.14.4 |
2023-02-28 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b31 HWX T N LM 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))
// 01000000:80000b31 HWX T N LM 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 lowp vec3 v_color1;
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);
|
| Crash® of the Titans |
v1.14.4 |
2023-02-28 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:123: 'comp' : redefinition
ERROR: 0:124: 'type' : redefinition
ERROR: 0:172: 'comp' : redefinition
ERROR: 0:173: 'type' : redefinition
ERROR: 0:221: 'comp' : redefinition
ERROR: 0:222: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b21 HWX T N LM 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))
// 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
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 lowp vec3 v_color1;
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 (ldot >= 0.0) {
ldot = dot(normalize(toLight + v |