Recent logs - v1.6.3-312-g31646d6c8

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Game title Version Latest Report Message
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-312-g31646d6c8 2021-10-23 sceDmacMemcpy(dest=0411c620, src=092a6000, size=148720): overlapping read
ドラゴンボール タッグバーサス v1.6.3-312-g31646d6c8 2021-10-16 Error in shader program link: info: Link failed because of missing vertex shader. fs: depal #version 300 es precision mediump float; precision highp int; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = int(color.r * 15.99); int g = 0; int b = 0; int a = 0; int index = (a << 12) | (b << 8) | (g << 4) | (r); index = (int(uint(index) >> uint(1)) & 0x01); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal #version 300 es #ifdef GL_ES precision highp float; #endif in vec4 a_position; in vec2 a_texcoord0; out vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 BJUMP to illegal address 0cb7c6e4 - ignoring! data=5aede0
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00100000) P: s8 Morph: 5 (size: 15)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 05336861!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 BJUMP to illegal address 0c7c86a0 - ignoring! data=1fad9c
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 07ac23fc!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 01433421!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Texture with unexpected bufw (full=10442)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00333200) P: s8 W: u8 (5x) I: u16 Morph: 5 (size: 40)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 07466666!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0ba3557d!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 05898656!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0722a820!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0ce15373!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 01531100!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0bce33fc!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0dc2f731!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 02233566!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00233200) P: s8 W: u8 (5x) I: u16 (size: 8)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 07b75a58!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Texture with unexpected bufw (full=8192)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00100001) P: s8 T: u8 Morph: 5 (size: 25)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0d11ec65!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad index address 0cc2e224!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 BJUMP to illegal address 0cbac750 - ignoring! data=5dee4c
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00346666) P: s8 N: f C: ? T: u16 W: f (2x) Morph: 6 (size: 96)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 BJUMP to illegal address 0cbac744 - ignoring! data=5dee40
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Vertices without position found: (00332000) P: s8 Morph: 5 (size: 15)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 05ce33fc!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 06223420!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0637a911!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0783a268!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 07241900!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 03231d32!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0ae7a97d!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 03357812!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0db2e0cf!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 0fa1c2c3!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Unknown GE command : b6e80b96
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 Bad vertex address 00367764!
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2021-10-14 VTYPE with morph used: THRU=0 TC=3 COL=0 POS=1 NRM=0 WT=0 NW=1 IDX=0 MC=6
ナルティメットインパクト v1.6.3-312-g31646d6c8 2021-09-21 Error in shader program link: info: (unknown reason) fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout 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: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-312-g31646d6c8 2021-09-21 Error in shader program link: info: (unknown reason) fs: 00011d83:0080d022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-312-g31646d6c8 2021-09-21 Error in shader program link: info: (unknown reason) fs: 00001d83:00800022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2021-09-10 sceDmacMemcpy(dest=04172040, src=0922abc0, size=128): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-312-g31646d6c8 2021-08-31 WriteToHardware: Invalid address 34060a6c near PC 08000000 LR 08000000
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-28 Error in shader program link: info: (unknown reason) fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-26 Error in shader program link: info: (unknown reason) fs: 00000000:003fd022 Tex TexAlpha Fog TFuncMod AlphaTest0 > ColorTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TTT XV3 V6 Hecha porLegendCrack Z v1.6.3-312-g31646d6c8 2021-08-25 WriteToHardware: Invalid address 00000000 near PC 08837da8 LR 08837da8
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-24 sceDmacMemcpy(dest=040e4000, src=091bb280, size=15776): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-27 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #version 300 es precision highp float; 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 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(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-22 sceDmacMemcpy(dest=0414e000, src=095bd4d0, size=195968): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-25 Error in shader program link: info: (unknown reason) fs: 00010000:001e0022 Tex TexAlpha TFuncMod ColorTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #version 300 es precision highp float; 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 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(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-20 Error in shader program link: info: (unknown reason) fs: 00000000:0000f022 Tex TexAlpha TFuncMod AlphaTest >= #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-19 Error in shader program link: info: (unknown reason) fs: 00010000:003e0022 Tex TexAlpha Fog TFuncMod ColorTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000914 HWX T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
真・三國無双6 Special v1.6.3-312-g31646d6c8 2021-08-18 sceDmacMemcpy(dest=0932e430, src=09ece440, size=32768): overlapping read
PES 2014 v1.6.3-312-g31646d6c8 2021-08-09 sceDmacMemcpy(dest=040cc000, src=094909f0, size=557056): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.3-312-g31646d6c8 2021-08-07 Error in shader program link: info: (unknown reason) fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
三國志Ⅶ v1.6.3-312-g31646d6c8 2021-08-07 Failed to allocate memory for ELF!
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2021-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd4d34, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2021-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd4d34, 4, 00000000, 0)
MONSTER HUNTER PORTABLE 2nd v1.6.3-312-g31646d6c8 2021-08-02 sceDmacMemcpy(dest=0414e000, src=0935b410, size=198032): overlapping read
MONSTER HUNTER PORTABLE 2nd v1.6.3-312-g31646d6c8 2021-08-02 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #version 300 es precision highp float; 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 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(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER PORTABLE 2nd v1.6.3-312-g31646d6c8 2021-08-02 sceDmacMemcpy(dest=0414e000, src=0935b260, size=262880): overlapping read
討鬼伝 極 v1.6.3-312-g31646d6c8 2021-07-31 Branch in RSRTComp delay slot at 09688734 in block starting at 09688720
討鬼伝 極 v1.6.3-312-g31646d6c8 2021-07-31 MIPSCompileOp: Invalid instruction b1da9995
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2021-07-30 Unknown GE command : b76a8604
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2021-07-29 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000b14 HWX T N Fog Tex Light: MatUp:1 #version 300 es precision highp float; 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 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2021-07-29 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 300 es precision highp float; 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2021-07-29 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 22 BY HAROUN Z v1.9.4 2021-10-23 Savedata version requested on save: 3
PES 22 BY HAROUN Z v1.9.4 2021-10-23 Savedata version requested: 3
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2021-07-16 Error in shader program link: info: (unknown reason) fs: 00000000:00017022 Tex TexAlpha TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 01070000:00000b18 HWX C T N Tex Light: MatUp:7 #version 300 es precision highp float; 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_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2021-07-20 Error in shader program link: info: (unknown reason) fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout 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: 01070000:00000910 HWX T Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2021-07-16 Error in shader program link: info: (unknown reason) fs: 00000000:00017000 AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 01070000:00000108 HWX C Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); }
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2021-07-16 Error in shader program link: info: (unknown reason) fs: 00000000:00017000 AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000108 HWX C #version 300 es precision highp float; in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; 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 = color0; }
ガンダムバトルユニバース v1.6.3-312-g31646d6c8 2021-07-11 Error in shader program link: info: (unknown reason) fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
God of War™: Ghost of Sparta v1.6.3-312-g31646d6c8 2021-07-08 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01330000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-07-01 00000000=sceUtilityScreenshotInitStart(094f88c0)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-06-30 00000000=sceUtilityScreenshotInitStart(094fbe40)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-06-28 00000000=sceUtilityScreenshotInitStart(09545740)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-06-28 00000000=sceUtilityScreenshotInitStart(09537b30)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-06-27 00000000=sceUtilityScreenshotInitStart(0967c350)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3-312-g31646d6c8 2021-06-26 00000000=sceUtilityScreenshotInitStart(096a9d40)
真・三國無雙 MULTI RAID 2 v1.6.3-312-g31646d6c8 2021-06-12 sceDmacMemcpy(dest=04171000, src=09a95258, size=4096): overlapping read
真・三國無雙 2nd Evolution v1.6.3-312-g31646d6c8 2021-06-07 BlockTransfer: Bad source transfer address 00000010!
真・三國無雙 2nd Evolution v1.6.3-312-g31646d6c8 2021-06-07 BlockTransfer: Bad source transfer address c51e70a0!
真・三國無雙 2nd Evolution v1.6.3-312-g31646d6c8 2021-06-07 Unknown GE command : ef4b1f77
SDガンダム ジージェネレーション オーバーワールド v1.6.3-312-g31646d6c8 2021-05-11 WriteToHardware: Invalid address 00000000 near PC 08aabf24 LR 00000000
SDガンダム ジージェネレーション オーバーワールド v1.6.3-312-g31646d6c8 2021-05-11 Unknown GetPointer 000002d0 PC 08aabf24 LR 00000000
SDガンダム ジージェネレーション オーバーワールド v1.6.3-312-g31646d6c8 2021-05-11 WriteToHardware: Invalid address 000003c0 near PC 08aabf24 LR 00000000
SDガンダム ジージェネレーション オーバーワールド v1.6.3-312-g31646d6c8 2021-05-11 Unable to allocate stack for root thread.
無双OROCHI2 Special v1.6.3-312-g31646d6c8 2021-05-11 sceDmacMemcpy(dest=08ecd500, src=09bed300, size=7972): overlapping read
SBK® Superbike World Championship v1.6.3-312-g31646d6c8 2021-05-04 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 090027f0): duplicate handler
SBK® Superbike World Championship v1.6.3-312-g31646d6c8 2021-05-04 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb0f30): duplicate handler
グランナイツヒストリー v1.6.3-312-g31646d6c8 2021-04-27 Error in shader program link: info: (unknown reason) fs: 00000000:00000382 Tex TClampST TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
グランナイツヒストリー v1.6.3-312-g31646d6c8 2021-04-23 00000000=sceUtilityScreenshotInitStart(08c299b0)
Grand Theft Auto: Liberty City Stories v1.6.3-312-g31646d6c8 2021-04-22 Error in shader compilation: info: (unknown reason) 00000000:00000082 Tex TClamp TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; }
英雄伝説 碧の軌跡 v1.6.3-312-g31646d6c8 2021-04-21 sceDmacMemcpy(dest=041bd900, src=08e5d310, size=4096): overlapping read