To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Hits |
Message |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
2 |
80630006=sceAtracSetDataAndGetID(09541d40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
3 |
80630006=sceAtracSetDataAndGetID(09a4d880, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(0964d780, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(09614740, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(09ae9c00, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(09754c00, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(095ba5c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
7 |
80630006=sceAtracSetDataAndGetID(095ba300, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
2 |
80630006=sceAtracSetDataAndGetID(0983e840, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(096e8c80, 00000800): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-15 |
1 |
Branch in RSRTComp delay slot at 090f1378 in block starting at 090f0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 067714bf |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction b4543630 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction d1c6b4a7 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-15 |
1 |
80630006=sceAtracSetDataAndGetID(09545340, 00000800): invalid RIFF header |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-15 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +352x-18634 / 64x256 |
| Virtua Tennis 3 |
v1.14.4 |
2023-04-15 |
7 |
scePsmfPlayerChangePlayMode(08deab2c, 0, 0): play speed not changed |
| MONSTER HUNTER PORTABLE 3rd |
v1.14.4 |
2023-04-15 |
4 |
Unknown GE command : fd72482b |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-04-15 |
1 |
Replacement rowPitch=1024, but w=2560 (level=0) |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-15 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(bef9034, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| SBK-07 |
v1.14.4 |
2023-05-04 |
2 |
Replacement rowPitch=512, but w=2400 (level=0) |
| Call of Duty : Roads to Victory™ |
v1.14.4 |
2023-04-15 |
45 |
scePsmfPlayerChangePlayMode(08deab2c, 0, 0): play speed not changed |
| クロヒョウ2 龍が如く 阿修羅編 |
v1.16.6 |
2024-05-03 |
143 |
No DL ID available to enqueue |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-15 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(ce2ae15, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-15 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(54b0d93, 24:4f:b7:03:91:e9, 20000000, 0) at 0897eeec |
| Mortal Kombat: Unchained |
v1.14.4 |
2023-04-21 |
2 |
Replacement rowPitch=256, but w=512 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-15 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +128x-14576 / 64x256 |
| eFootball 2022 mxc�� |
v1.14.4 |
2023-04-15 |
1 |
Replacement rowPitch=512, but w=1400 (level=0) |
| eFootball PES 2020 "C19 & MC19" |
v1.14.4 |
2023-05-05 |
2 |
Replacement rowPitch=512, but w=600 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-15 |
2 |
80630006=sceAtracSetDataAndGetID(09607300, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-15 |
2 |
80630006=sceAtracSetDataAndGetID(095eb240, 00014000): invalid RIFF header |
| Efootball 2022 Komo Valeri... |
v1.14.4 |
2023-07-07 |
3 |
Replacement rowPitch=1024, but w=1600 (level=0) |
| Efootball 2022 Komo Valeri... |
v1.14.4 |
2023-04-15 |
1 |
Replacement rowPitch=2048, but w=8800 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-15 |
7 |
80630006=sceAtracSetDataAndGetID(0970bb40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-15 |
2 |
80630006=sceAtracSetDataAndGetID(096f7ac0, 00014000): invalid RIFF header |
| FIFA22 JOAQUINDLS C19 & Nibeck Tv |
v1.14.4 |
2023-04-15 |
1 |
Replacement rowPitch=1024, but w=5760 (level=0) |
| DBZ SB2 AUDIO LATINO KRAVEN |
v1.16.6 |
2023-12-17 |
5 |
Unknown GetPointerWrite 00000000 PC 0893caf4 LR 0893cb50 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
WriteFCR: Unexpected reg 15 (value 00000001) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 4629f343 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 45a1493d |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 4628a9fb |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 45200000 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 450e5cba |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 46289583 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 459040c0 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 4551a31a |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 46279dcb |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 458c01dd |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 4633e293 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.15.4 |
2024-07-18 |
2 |
MIPSCompileOp: Invalid instruction 00000114 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 44f10000 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 450c3000 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 000001ff |
| eFootball PES 2021 T. Bendezu "C19" |
v1.15.4 |
2024-07-18 |
7 |
MIPSCompileOp: Invalid instruction 000000ff |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-15 |
1 |
MIPSCompileOp: Invalid instruction 00002e3a |
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
1 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
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 (ldot >= 0.0) {
ldo |
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
1 |
Error in shader compilation: info: ERROR: 0:283: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:283: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:283: 'assign' : l-value required (can't modify a const)
01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N 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 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 + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspec |
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
1 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
1 |
Error in shader compilation: info: ERROR: 0:289: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:289: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:289: 'assign' : l-value required (can't modify a const)
01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
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);
if (comp == 0x1u) {
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
1 |
Error in shader compilation: info: ERROR: 0:49: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:49: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:49: 'assign' : l-value required (can't modify a const)
00000000:00000b38 HWX C T N Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b38 HWX C T N Tex Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN 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 (ldot >= |
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:283: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:283: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:283: 'assign' : l-value required (can't modify a const)
01000000:80004b20 HWX T N Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b20 HWX T N Light: LightUberShader TessRevN 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 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 + vec3(0.0, 0.0, 1.0)), worldnormal);
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:39: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:39: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:39: 'assign' : l-value required (can't modify a const)
00000000:00000038 C Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000038 C Tex Cull
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform lowp float u_rotation;
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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 pos = position;
vec4 outPos = pos;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00004938 HWX C T Tex TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00004938 HWX C T Tex TessRevN Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:289: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:289: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:289: 'assign' : l-value required (can't modify a const)
01000000:80004b31 HWX T N LM Tex Light: LightUberShader TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b31 HWX T N LM Tex Light: LightUberShader TessRevN 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);
if (comp |
| Metal Gear AC!D 2 |
v1.14.4 |
2023-04-15 |
2 |
Error in shader compilation: info: ERROR: 0:49: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:49: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:49: 'assign' : l-value required (can't modify a const)
00000000:00004b38 HWX C T N Tex TessRevN Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00004b38 HWX C T N Tex TessRevN Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Cars: Race-O-Rama |
v1.14.4 |
2023-04-15 |
1 |
Ignoring possible texturing from framebuffer at 09a48340 +0x-15800 / 8x8 |
| The Fast and the Furious |
v1.14.4 |
2023-04-15 |
1 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
| Cars: Race-O-Rama |
v1.14.4 |
2023-04-15 |
1 |
Ignoring possible texturing from framebuffer at 09a48340 +32x-22643 / 8x8 |
| PES VANDAMME EDITION |
v1.14.4 |
2023-04-15 |
2 |
sceNetAdhocMatchingInit(32768) at 08a719c8 |
| WORLD SOCCER Winning Eleven 2014 |
v1.17.1 |
2024-12-14 |
4 |
Unknown GetPointerWrite 00000000 PC 08828800 LR 08828810 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093d3a30): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-06-17 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09081190): duplicate handler |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-04-14 |
1 |
Replacement rowPitch=256, but w=6992 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09955ef0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09268550): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-14 |
1 |
MIPSCompileOp: Invalid instruction 79d3f290 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-14 |
1 |
MIPSCompileOp: Invalid instruction 79d3f1d0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-14 |
1 |
MIPSCompileOp: Invalid instruction 9e2eecb0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-14 |
1 |
MIPSCompileOp: Invalid instruction 7cd87bf0 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
27 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fdf2f0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09311920): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fe72f0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093e6980): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093e4e70): duplicate handler |
| Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-14 |
1 |
WriteToHardware: Invalid address 0082e548 near PC 089315b4 LR 08930928 |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.15.4 |
2025-08-26 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.15.4 |
2025-08-26 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00014420): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-14 |
1 |
MIPSCompileOp: Invalid instruction 7157f1b0 |
| eFootball Chelito 19 |
v1.14.4 |
2023-04-14 |
1 |
Replacement rowPitch=2048, but w=5120 (level=0) |
| eFootball PES 2021 By TM ARTS |
v1.14.4 |
2023-04-14 |
1 |
Replacement rowPitch=128, but w=900 (level=0) |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0937bee0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f8af30): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-15 |
5 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-10321 / 64x256 |
| SBK-07 |
v1.14.4 |
2023-04-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09612ee0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-14 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09612ec0): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-14 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-11015 / 64x256 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-04-14 |
1 |
Replacement rowPitch=512, but w=3840 (level=0) |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2023-04-14 |
1 |
Replacement rowPitch=1024, but w=2560 (level=0) |