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Game title |
Version |
Latest Report |
Message |
FINAL FANTASY IV Complete Collection |
v1.4.2-425-g7a7ccee5e |
2024-11-18 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
喧嘩番長4~一年戦争~ |
v1.4.2-425-g7a7ccee5e |
2024-11-17 |
00000000=sceUtilityScreenshotInitStart(09548f60) |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-11-09 |
sceDmacMemcpy(dest=087cc800, src=09793300, size=47696): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-11-09 |
sceDmacMemcpy(dest=087cc800, src=097a3840, size=47696): overlapping read |
STAR OCEAN: Second Evolution |
v1.4.2-425-g7a7ccee5e |
2024-11-06 |
Error in shader compilation: info: 0(15) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
幻想水滸伝Ⅰ&Ⅱ |
v1.4.2-425-g7a7ccee5e |
2024-11-04 |
D3D error in shader compilation: info: D:\??\5funGameHall\memory(14,55): error X3004: undeclared identifier 'u_proj_through'
D:\??\5funGameHall\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters
D:\??\5funGameHall\memory(14,21): error X3013: Possible intrinsic functions are:
D:\??\5funGameHall\memory(14,21): error X3013: mul(float, float)
D:\??\5funGameHall\memory(14,21): error X3013: mul(float, floatK)
D:\??\5funGameHall\memory(14,21): error X3013: mul(float, floatLxK)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatM, float)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatM, floatM)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatM, floatMxK)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatNxM, float)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatM)
D:\??\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatMxK)
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
struct VS_IN {
float4 position : POSITION;
float4 color0 : COLOR0;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_color0 = In.color0;
Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);
return Out;
}
|
Spider-Man 2 |
v1.4.2-425-g7a7ccee5e |
2024-11-02 |
Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
幻想水滸伝Ⅰ&Ⅱ |
v1.4.2-425-g7a7ccee5e |
2024-10-31 |
Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj"
0(159) : error C1008: undefined variable "col"
0(175) : error C1008: undefined variable "col"
0(178) : error C1008: undefined variable "col"
0(179) : error C1008: undefined variable "col"
0(190) : error C1008: undefined variable "col"
0(193) : error C1008: undefined variable "col"
0(194) : error C1008: undefined variable "col"
0(205) : error C1008: undefined variable "col"
0(208) : error C1008: undefined variable "col"
0(209) : error C1008: undefined variable "col"
0(220) : error C1008: undefined variable "col"
0(223) : error C1008: undefined variable "col"
0(224) : error C1008: undefined variable "col"
0(226) : error C1008: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Pro Evolution Soccer 6 |
v1.4.2-425-g7a7ccee5e |
2024-10-27 |
Unexpected mpeg first timestamp: 7fe7e7e7e7e / 8789625306750 |
Pro Evolution Soccer 6 |
v1.4.2-425-g7a7ccee5e |
2024-10-27 |
Unexpected mpeg first timestamp: 53333333352 / 5717460464466 |
真・三國無雙 2nd Evolution |
v1.4.2-425-g7a7ccee5e |
2024-10-27 |
Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
Pro Evolution Soccer 6 |
v1.4.2-425-g7a7ccee5e |
2024-10-26 |
ReadFromHardware: Invalid address 0000000d near PC 08827920 LR 0882792c |
真・三國無雙 2nd Evolution |
v1.4.2-425-g7a7ccee5e |
2024-10-25 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
Type mismatch: Type of v_color0 different between shaders.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
flat in vec4 v_color0;
flat in vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
真・三國無雙 2nd Evolution |
v1.4.2-425-g7a7ccee5e |
2024-10-27 |
Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball Winning Eleven 2020 by SinSega |
v1.4.2-425-g7a7ccee5e |
2024-10-20 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
三國志Ⅷ |
v1.4.2-425-g7a7ccee5e |
2024-10-17 |
Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
ガンダム メモリーズ ~戦いの記憶~ |
v1.4.2-425-g7a7ccee5e |
2024-09-27 |
Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Sega Genesis Collection™ |
v1.4.2-425-g7a7ccee5e |
2024-09-26 |
Error in shader compilation: info: 0(19) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
英雄伝説 空の軌跡 the 3rd |
v1.4.2-425-g7a7ccee5e |
2024-09-13 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
英雄伝説 空の軌跡 the 3rd |
v1.4.2-425-g7a7ccee5e |
2024-09-12 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:165: 'toLight' : undeclared identifier
ERROR: 0:165: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:166: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:166: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:167: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:168: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:169: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:171: 'lightScale' : undeclared identifier
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:173: 'lightScale' : undeclared identifier
ERROR: 0:175: 'diffuse' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:175: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'lightScale' : undeclared identifier
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:180: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:181: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:181: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:182: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:183: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:184: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:193: 'rgb' : field / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 |
英雄伝説 空の軌跡SC |
v1.4.2-425-g7a7ccee5e |
2024-09-05 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
英雄伝説 空の軌跡FC |
v1.4.2-425-g7a7ccee5e |
2024-08-29 |
sceDmacMemcpy(dest=04180800, src=08dfaec0, size=2048): overlapping read |
頭文字D STREET STAGE |
v1.4.2-425-g7a7ccee5e |
2024-08-26 |
sceDmacMemcpy(dest=04164200, src=09274fc0, size=512): overlapping read |
Silent Hill Zero |
v1.4.2-425-g7a7ccee5e |
2024-08-25 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Fate/EXTRA CCC |
v1.4.2-425-g7a7ccee5e |
2024-08-23 |
D3D error in shader compilation: info: C:\Program Files (x86)\5funGameHall\memory(14,55): error X3004: undeclared identifier 'u_proj_through'
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: Possible intrinsic functions are:
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(float, float)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(float, floatK)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(float, floatLxK)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatM, float)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatM, floatM)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatM, floatMxK)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatNxM, float)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatM)
C:\Program Files (x86)\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatMxK)
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
struct VS_IN {
float4 position : POSITION;
float4 color0 : COLOR0;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_color0 = In.color0;
Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);
return Out;
}
|
WWE'12 |
v1.4.2-425-g7a7ccee5e |
2024-08-22 |
sceDmacMemcpy(dest=0412e460, src=0933c910, size=65552): overlapping read |
ドラゴンボールZ 真武道会2 |
v1.4.2-425-g7a7ccee5e |
2024-08-13 |
D3D error in shader compilation: info: C:\Program Files\5funGameHall\memory(14,55): error X3004: undeclared identifier 'u_proj_through'
C:\Program Files\5funGameHall\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters
C:\Program Files\5funGameHall\memory(14,21): error X3013: Possible intrinsic functions are:
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(float, float)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(float, floatK)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(float, floatLxK)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatM, float)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatM, floatM)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatM, floatMxK)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatNxM, float)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatM)
C:\Program Files\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatMxK)
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
struct VS_IN {
float4 position : POSITION;
float4 color0 : COLOR0;
};
struct VS_OUT {
float4 v_color0 : COLOR0;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.v_color0 = In.color0;
Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);
return Out;
}
|
仮面ライダー クライマックスヒーローズ オーズ |
v1.4.2-425-g7a7ccee5e |
2024-08-13 |
Attempting to texture to target |
ドラゴンボールZ 真武道会2 |
v1.4.2-425-g7a7ccee5e |
2024-08-12 |
ReadFromHardware: Invalid address 00000000 near PC 0895bdb0 LR 0895bdb0 |
英雄伝説 空の軌跡SC |
v1.4.2-425-g7a7ccee5e |
2024-08-09 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:158: error(#143) Undeclared identifier: u_proj
ERROR: 0:159: error(#143) Undeclared identifier: col
ERROR: 0:175: error(#216) Vector field selection out of range "rgb"
ERROR: 0:178: error(#216) Vector field selection out of range "rgb"
ERROR: 0:179: error(#216) Vector field selection out of range "rgb"
ERROR: 0:190: error(#216) Vector field selection out of range "rgb"
ERROR: 0:193: error(#216) Vector field selection out of range "rgb"
ERROR: 0:194: error(#216) Vector field selection out of range "rgb"
ERROR: 0:205: error(#216) Vector field selection out of range "rgb"
ERROR: 0:208: error(#216) Vector field selection out of range "rgb"
ERROR: 0:209: error(#216) Vector field selection out of range "rgb"
ERROR: 0:220: error(#216) Vector field selection out of range "rgb"
ERROR: 0:223: error(#216) Vector field selection out of range "rgb"
ERROR: 0:224: error(#216) Vector field selection out of range "rgb"
ERROR: 0:226: error(#143) Undeclared identifier: tex
ERROR: error(#273) 15 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 |
Bounty Hounds |
v1.4.2-425-g7a7ccee5e |
2024-08-07 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
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 float u_lightangle1;
uniform mediump float u_lightspotCoef1;
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 float u_lightangle2;
uniform mediump float u_lightspotCoef2;
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 float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
機動戦士ガンダム ギレンの野望 ジオンの系譜 |
v1.4.2-425-g7a7ccee5e |
2024-08-11 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
機動戦士ガンダム ギレンの野望 ジオンの系譜 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
機動戦士ガンダム ギレンの野望 ジオンの系譜 |
v1.4.2-425-g7a7ccee5e |
2024-08-02 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08545000, src=09542cc0, size=232768): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08590000, src=09542cc0, size=210672): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08590000, src=09542cc0, size=246720): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08590000, src=09542cc0, size=265248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08590000, src=09542cc0, size=207152): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08590000, src=09542cc0, size=252560): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
sceDmacMemcpy(dest=08545000, src=09542cc0, size=305392): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-31 |
sceDmacMemcpy(dest=084fa000, src=09317680, size=299760): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-31 |
sceDmacMemcpy(dest=08545000, src=09510040, size=232128): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-31 |
sceDmacMemcpy(dest=08545000, src=0950f0c0, size=293248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-31 |
sceDmacMemcpy(dest=08400000, src=0939a5c0, size=958400): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-31 |
sceDmacMemcpy(dest=08400000, src=0959cf40, size=908768): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-30 |
sceDmacMemcpy(dest=08590000, src=094115c0, size=252560): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-30 |
sceDmacMemcpy(dest=085f4000, src=09796400, size=45856): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-30 |
sceDmacMemcpy(dest=08590000, src=09430e40, size=252560): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-30 |
sceDmacMemcpy(dest=086a3000, src=0977ee40, size=53072): overlapping read |
WWE'12 |
v1.4.2-425-g7a7ccee5e |
2024-07-22 |
sceDmacMemcpy(dest=04130ac0, src=095ff460, size=65552): overlapping read |
Persona3 PORTABLE |
v1.4.2-425-g7a7ccee5e |
2024-07-20 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
sceDmacMemcpy(dest=08545000, src=095d28c0, size=265248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
sceDmacMemcpy(dest=084fa000, src=095d28c0, size=207152): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
sceDmacMemcpy(dest=08545000, src=09587840, size=246288): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
sceDmacMemcpy(dest=08545000, src=094cd040, size=223408): overlapping read |
WWE'12 |
v1.4.2-425-g7a7ccee5e |
2024-07-18 |
sceDmacMemcpy(dest=0412fd90, src=0934a990, size=65552): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-15 |
sceDmacMemcpy(dest=085db000, src=097967c0, size=47696): overlapping read |
真・三國無双6 Special |
v1.4.2-425-g7a7ccee5e |
2024-07-13 |
sceDmacMemcpy(dest=0996f8e0, src=09ece440, size=5664): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-12 |
sceDmacMemcpy(dest=085db000, src=097a4b00, size=47696): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-12 |
sceDmacMemcpy(dest=08400000, src=09399dc0, size=1366736): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-12 |
sceDmacMemcpy(dest=084fa000, src=09532880, size=293248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-12 |
sceDmacMemcpy(dest=084fa000, src=09593880, size=293248): overlapping read |
遊☆戯☆王 5D's タッグフォース4 |
v1.4.2-425-g7a7ccee5e |
2024-10-01 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース5 |
v1.4.2-425-g7a7ccee5e |
2024-07-11 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース4 |
v1.4.2-425-g7a7ccee5e |
2024-07-10 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
WWE'12 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=041317d0, src=09357890, size=65552): overlapping read |
AKB1/48 アイドルとグアムで恋したら… |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=085a9000, src=095bb7c0, size=293248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=0863f000, src=095bb7c0, size=252560): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=084fa000, src=0953cfc0, size=246720): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=085db000, src=0975e500, size=47696): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
sceDmacMemcpy(dest=08590000, src=09505840, size=210672): overlapping read |
AKB1/48 アイドルとグアムで恋したら… |
v1.4.2-425-g7a7ccee5e |
2024-07-09 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
AKB1/48 アイドルとグアムで恋したら… |
v1.4.2-425-g7a7ccee5e |
2024-07-08 |
Error in shader program link: info: The shader uses varying v_texcoord, but previous shader does not write to it.
Out of resource error.
/ fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
fragColor0 = v;
}
/ vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-08 |
sceDmacMemcpy(dest=08590000, src=09505840, size=293248): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-07-08 |
sceDmacMemcpy(dest=085f4000, src=093e15c0, size=270160): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-07-07 |
sceDmacMemcpy(dest=04112800, src=092a3d00, size=1024): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-07-07 |
sceDmacMemcpy(dest=04112800, src=097ad600, size=1024): overlapping read |
METAL GEAR SOLID PORTABLE OPS |
v1.4.2-425-g7a7ccee5e |
2024-07-06 |
fbo_blit_color failed in blit (00000000 -> 00000000) |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-07-04 |
sceDmacMemcpy(dest=04113400, src=08cc7e90, size=1024): overlapping read |
STAROCEAN First Departure |
v1.4.2-425-g7a7ccee5e |
2024-06-29 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-06-28 |
sceDmacMemcpy(dest=04113400, src=09500ac0, size=1024): overlapping read |
STAR OCEAN: Second Evolution |
v1.4.2-425-g7a7ccee5e |
2024-06-28 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041fe000, src=0923ba00, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041f2000, src=09a76350, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041c4000, src=09560b80, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=0419d000, src=095c8c40, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041c1800, src=0955cf50, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041aa000, src=08ed3f60, size=5120): overlapping read |
トゥームレイダー:レジェンド |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=041a7400, src=0961e0c0, size=5120): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=04112800, src=091b66c0, size=1024): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=04112800, src=091b5ca0, size=1024): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=04112800, src=094d0920, size=1024): overlapping read |
Crimson Gem Saga™ |
v1.4.2-425-g7a7ccee5e |
2024-06-25 |
sceDmacMemcpy(dest=04112800, src=09454c70, size=1024): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-06-23 |
Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);
}
|
Silent Hill Zero |
v1.4.2-425-g7a7ccee5e |
2024-06-21 |
Error in shader compilation: info: ERROR: 0:21: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos1;
uniform vec3 u_lightpos2;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
スーパーロボット大戦A PORTABLE |
v1.4.2-425-g7a7ccee5e |
2024-06-17 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|