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Game title |
Version |
Latest Report |
Message |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-817-g13506d3d02 |
2024-09-07 |
00000000=sceUtilityScreenshotInitStart(09cad7e8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-817-g13506d3d02 |
2024-09-07 |
00000000=sceUtilityScreenshotInitStart(09cad828) |
SBK® Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-09-03 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095952f0): duplicate handler |
SBK® Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-09-03 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb5320): duplicate handler |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.17.1-817-g13506d3d02 |
2024-09-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.17.1-817-g13506d3d02 |
2024-09-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
Dragon Ball TAG VS |
v1.17.1-817-g13506d3d02 |
2024-09-02 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Dragon Ball TAG VS |
v1.17.1-817-g13506d3d02 |
2024-09-07 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Midnight Club L.A. Remix |
v1.17.1-817-g13506d3d02 |
2024-08-30 |
WriteToHardware: Invalid address 00000227 near PC 08b0ea40 LR 08b0ea08 |
LEGO® Indiana Jones™: TOA |
v1.17.1-817-g13506d3d02 |
2024-08-29 |
Unaligned icache invalidation of 086c89f8 (086c89f8 + 0) at PC=0896f274 |
LEGO® Indiana Jones™: TOA |
v1.17.1-817-g13506d3d02 |
2024-08-28 |
Unaligned icache invalidation of 08604738 (08604738 + 0) at PC=0896f274 |
PES FL 2022 |
v1.8.0 |
2024-09-07 |
Savedata version requested: 3 |
ファントム・ブレイブ PORTABLE |
v1.17.1-817-g13506d3d02 |
2024-08-19 |
sceDmacMemcpy(dest=08eb72c0, src=08ecdb6c, size=6036): overlapping read |
WWE SmackDown vs. RAW 2010 |
v1.17.1-817-g13506d3d02 |
2024-08-17 |
sceDmacMemcpy(dest=041997e0, src=094f2c70, size=65552): overlapping read |
PES MY 2024 |
v1.17.1-817-g13506d3d02 |
2024-09-06 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
Def Jam® Fight For NY™: The Takeover |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(9705829, 80:fa:48:f8:bb:e1, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(8665247, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
SBK®08 Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 095b33e0): duplicate handler |
SBK®08 Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f5a770): duplicate handler |
SBK®08 Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0960a360): duplicate handler |
SBK®08 Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-08-16 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0971d0e0): duplicate handler |
SBK-07 |
v1.17.1-817-g13506d3d02 |
2024-08-14 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09345bd0): duplicate handler |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.17.1-817-g13506d3d02 |
2024-08-13 |
WriteToHardware: Invalid address 00001c78 near PC 08a39708 LR 08a39708 |
ACE COMBAT JOINT ASSAULT |
v1.17.1-817-g13506d3d02 |
2024-08-20 |
Can't draw: No current render step. Step count: 0 |
eFootball Chelito 19 |
v1.17.1-817-g13506d3d02 |
2024-08-13 |
Unknown GetPointer 001c0000 PC 0884a918 LR 0884a938 |
Def Jam® Fight For NY™: The Takeover |
v1.17.1-817-g13506d3d02 |
2024-08-12 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(706412d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
eFottball Hend Asean |
v1.17.1-817-g13506d3d02 |
2024-08-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
eFottball Hend Asean |
v1.17.1-817-g13506d3d02 |
2024-08-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2024-08-09 |
Can't draw: No current render step. Step count: 0 |
DBS TTT LATINO - LOS IJUE30S |
v1.17.4-1 |
2024-09-03 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
DBS TTT LATINO - LOS IJUE30S |
v1.17.4-1 |
2024-09-07 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-817-g13506d3d02 |
2024-08-05 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): RIFF chunk did not contain WAVE |
God of War®: Ghost of Sparta |
v1.17.1-817-g13506d3d02 |
2024-08-03 |
Jump to invalid address: 078c1b00 |
God of War®: Ghost of Sparta |
v1.17.1-817-g13506d3d02 |
2024-08-03 |
Jump to invalid address: 078cd740 |
God of War®: Ghost of Sparta |
v1.17.1-817-g13506d3d02 |
2024-08-03 |
Jump to invalid address: 077bf780 |
God of War®: Ghost of Sparta |
v1.17.1-817-g13506d3d02 |
2024-08-03 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.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;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rg |
God of War®: Ghost of Sparta |
v1.17.1-817-g13506d3d02 |
2024-08-03 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecul |
FIFA STREET 2 |
v1.17.1-817-g13506d3d02 |
2024-08-02 |
Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0) |
Grand Theft Auto: Vice City Stories |
v1.17.1-817-g13506d3d02 |
2024-08-01 |
WriteToHardware: Invalid address 0000027c near PC 08a97988 LR 08a3da68 |
Prince of Persia The Forgotten Sands™ |
v1.17.1-817-g13506d3d02 |
2024-08-01 |
__KernelStopThread: thread 576 does not exist (helper deleted) |
Wipeout Pure |
v1.17.1-817-g13506d3d02 |
2024-08-01 |
__KernelStopThread: thread 1347 does not exist (helper deleted) |
FINAL FANTASY IV Complete Collection |
v1.17.1-817-g13506d3d02 |
2024-07-29 |
8002006a=sceAtracSetData(0, 00000000, 001287a8): invalid buffer address |
FINAL FANTASY IV Complete Collection |
v1.17.1-817-g13506d3d02 |
2024-07-29 |
Unknown GetPointerWrite 00000000 PC 089ffb40 LR 088f6fa0 |
Daxter |
v1.17.1-817-g13506d3d02 |
2024-07-28 |
Unexpected mpeg first timestamp: d44eb0848ab / 14589652125867 |
Burnout Legends |
v1.17.1-817-g13506d3d02 |
2024-07-28 |
Unknown GE command : 52000001 |
The Sims™ 2 Castaway |
v1.17.1-817-g13506d3d02 |
2024-07-23 |
Unknown GetPointerWrite 07c3af00 PC 08b66c90 LR 08916884 |
SBK®08 Superbike World Championship |
v1.17.1-817-g13506d3d02 |
2024-07-23 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09661920): duplicate handler |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
Unknown GetPointerWrite 28007138 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
An uneaten prefix at end of block: 04501648 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
MIPSCompileOp: Invalid instruction 9decdcdc |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
MIPSCompileOp: Invalid instruction 78989c89 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
MIPSCompileOp: Invalid instruction 7b6cca6c |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
Branch in branch delay slot at 044fde48 with different target |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
Branch in branch delay slot at 044e6010 with different target |
PES FL 2022 |
v1.17.1-817-g13506d3d02 |
2024-09-07 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
PES FL 2022 |
v1.8.0 |
2024-09-07 |
Savedata version requested: 3 |
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1-817-g13506d3d02 |
2024-07-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:150: 'outerProduct' : no matching overloaded function found
ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
80000000:00000b08 HWX C T N Bezier
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 80000000:00000b08 HWX C T N Bezier
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;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z) * 3;
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (3 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (0 + point_pos.x);
index_v = (1 + point_pos.y);
_pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (1 |
CODED ARMS |
v1.17.1-817-g13506d3d02 |
2024-07-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:216: 'outerProduct' : no matching overloaded function found
ERROR: 0:216: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
81000000:8000bb08 HWX C T N Light: LightUberShader Bezier TessC TessT TessN
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 81000000:8000bb08 HWX C T N Light: LightUberShader Bezier TessC TessT TessN
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] |
ナルティメットアクセル3 |
v1.17.1-817-g13506d3d02 |
2024-07-19 |
00000000=sceUtilityScreenshotInitStart(09a75ea8) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Unexpected mpeg first timestamp: 16f0a090000 / 1576421359616 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04600006) [04600006] P: ? C: ? T: u16 (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0420002a) [0420002a] P: ? N: s8 C: ? T: u16 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (1220002a) [1220002a] P: ? N: s8 C: ? T: u16 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0460000b) [0460000b] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (1260000b) [1260000b] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0420001d) [0420001d] P: ? C: 8888 T: u8 (12b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0460000c) [0460000c] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04c00016) [04c00016] P: ? C: 5551 T: u16 (through) (10b) |
Resistance: Retribution™ |
v1.17.4-1 |
2024-09-06 |
Vertices without position found: (04200004) [04200004] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12200004) [12200004] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04200005) [04200005] P: ? C: ? T: u8 (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12200005) [12200005] P: ? C: ? T: u8 (3b) |
Resistance: Retribution™ |
v1.17.4-1 |
2024-09-06 |
Vertices without position found: (0480000b) [0480000b] P: ? C: ? T: f (through) (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04200003) [04200003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12200003) [12200003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0420002b) [0420002b] P: ? N: s8 C: ? T: f (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (1220002b) [1220002b] P: ? N: s8 C: ? T: f (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04000018) [04000018] P: ? C: 4444 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12000018) [12000018] P: ? C: 4444 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12000015) [12000015] P: ? C: 5551 T: u8 (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04000015) [04000015] P: ? C: 5551 T: u8 (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04000013) [04000013] P: ? C: 565 T: f (16b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04400032) [04400032] P: ? N: s8 C: 565 T: u16 (12b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12400032) [12400032] P: ? N: s8 C: 565 T: u16 (12b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04600004) [04600004] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12600004) [12600004] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04000007) [04000007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12000007) [12000007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04200007) [04200007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12200007) [12200007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04c00022) [04c00022] P: ? N: s8 T: u16 (through) (10b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (0460002b) [0460002b] P: ? N: s8 C: ? T: f (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04210075) [04210075] P: ? N: f C: 5551 T: u8 (20b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12210075) [12210075] P: ? N: f C: 5551 T: u8 (20b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04600010) [04600010] P: ? C: 565 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (12600010) [12600010] P: ? C: 565 (6b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04800011) [04800011] P: ? C: 565 T: u8 (through) (8b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04f10004) [04f10004] P: ? C: ? Morph: 5 (through) (15b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (1240000a) [1240000a] P: ? C: ? T: u16 (4b) |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-17 |
Vertices without position found: (04000008) [04000008] P: ? C: ? (3b) |