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| Game title |
Version |
Latest Report |
Hits |
Message |
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
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);
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00010000:001e0002 Tex TFuncMod ColorTest0 !=
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
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);
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0;
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
precision lowp float;
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 = p * t;
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
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);
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000910 HWX T 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;
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 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000091c HWX C T Fog 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;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| 討鬼伝 極 |
v1.6.3-312-g31646d6c8 |
2022-03-06 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08b512f0 LR 08c7ef10 |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-03 |
1 |
00000000=sceUtilityScreenshotInitStart(09c996fc) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-03 |
7 |
00000000=sceUtilityScreenshotInitStart(09c9226c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-03 |
1 |
00000000=sceUtilityScreenshotInitStart(09c9050c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-03 |
1 |
00000000=sceUtilityScreenshotInitStart(09c9992c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-02 |
1 |
00000000=sceUtilityScreenshotInitStart(09c996cc) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.9.0 |
2025-12-18 |
6 |
00000000=sceUtilityScreenshotInitStart(09c9972c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-02 |
2 |
00000000=sceUtilityScreenshotInitStart(09c922fc) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-02 |
1 |
00000000=sceUtilityScreenshotInitStart(09c9962c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-01 |
1 |
00000000=sceUtilityScreenshotInitStart(09c920fc) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-01 |
2 |
00000000=sceUtilityScreenshotInitStart(09c91cdc) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-312-g31646d6c8 |
2022-03-01 |
1 |
00000000=sceUtilityScreenshotInitStart(09c9205c) |
| eFootball Chelito 19 |
v1.9.4 |
2026-07-31 |
3,971 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
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;
out 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: 01130001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 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 lowp vec3 u_lightspecular0;
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 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 * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
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 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00200012 Tex Fog TFuncAdd
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 300 es
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;
out 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: 01130000:00000b1c HWX C T N Fog Tex Light: 0: 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 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 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:0000d802 Tex LM TFuncMod AlphaTest >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 01030000:00000b11 HWX T N LM Tex Light: 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 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 lowp vec3 v_color1;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
precision lowp float;
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: 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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00000802 Tex LM TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = v;
}
vs: 01030000:00000b11 HWX T N LM Tex Light: 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 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 lowp vec3 v_color1;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
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: 01110000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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 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 * 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
precision lowp float;
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 = p * t;
fragColor0 = v;
}
vs: 00000000:00000910 HWX T 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;
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 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest >
#version 300 es
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;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + 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: 01110000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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 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 * 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
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: 01110001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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 * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
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 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00001d83:00000022 Tex TexAlpha ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod
#version 300 es
precision lowp float;
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 = p * t;
v.rgb = v.rgb * vec3(v.a * 2.0);
v.a = v.a * 2.0;
fragColor0 = v;
}
vs: 00000000:00000018 C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
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 * vec4(position.xyz, 1.0);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
precision lowp float;
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 = p * t;
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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
precision lowp float;
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 = p * t;
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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out 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;
fragColor0 = v;
}
vs: 01030000:00000b11 HWX T N LM Tex Light: 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 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 lowp vec3 v_color1;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
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;
out 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: 01110000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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 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 * 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00001d83:00a1d022 Tex TexAlpha Fog 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest0 >
#version 300 es
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;
out 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);
v.rgb = v.rgb * vec3(v.a * 2.0);
v.a = v.a * 2.0;
fragColor0 = v;
}
vs: 01130000:00000b1c HWX C T N Fog Tex Light: 0: 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 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 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
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;
out 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: 01110001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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 * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
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 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:0020d012 Tex Fog TFuncAdd AlphaTest >
#version 300 es
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;
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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:0020d032 Tex TexAlpha Fog TFuncAdd AlphaTest >
#version 300 es
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;
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 * t.a);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
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: 01130000:00000b15 HWX T N LM Fog Tex Light: 0: 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 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 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 * 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);
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;
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat 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);
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:0000001a THR C Tex Flat
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat 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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00001d83:0a000002 Tex ReplaceBlend_3A:6_B:7_Eq:0 StenToAlphaDual Sten1 TFuncMod
#version 300 es
#extension GL_EXT_blend_func_extended : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * vec3(v.a * 2.0);
v.a = v.a * 2.0;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00001d83:00000000 ReplaceBlend_3A:6_B:7_Eq:0
#version 300 es
precision lowp float;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
v.rgb = v.rgb * vec3(v.a * 2.0);
v.a = v.a * 2.0;
fragColor0 = v;
}
vs: 00000000:00000008 C
#version 300 es
precision highp float;
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);
}
|
| 真・三國無双6 Special |
v1.6.3-312-g31646d6c8 |
2022-01-28 |
1 |
Error in shader program link: info: Error: No shaders attached to current program
fs: 00005d83:00000000 Flat ReplaceBlend_3A:6_B:7_Eq:0
#version 300 es
precision lowp float;
flat in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
v.rgb = v.rgb * vec3(v.a * 2.0);
v.a = v.a * 2.0;
fragColor0 = v;
}
vs: 40000000:00000008 C Flat
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
flat out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
| BATTLESPIRITS |
v1.6.3-312-g31646d6c8 |
2022-01-27 |
1 |
80630011=sceAtracSetDataAndGetID(09b17800, 00000000): buffer too small |
| BATTLESPIRITS |
v1.6.3-312-g31646d6c8 |
2022-01-27 |
1 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2022-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09553100) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2022-01-08 |
2 |
00000000=sceUtilityScreenshotInitStart(09553fe0) |
| 魔法少女まどか☆マギカ ポータブル |
v1.6.3-312-g31646d6c8 |
2025-03-02 |
2 |
DL PC = 00000000 WTF!!!! |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-08 |
148,744 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-08 |
636,409 |
Savedata version requested on save: 3 |
| 機動戦士ガンダム ガンダムVS.ガンダム |
v1.6.3-312-g31646d6c8 |
2021-11-28 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08804000 LR 00000000 |
| 機動戦士ガンダム ガンダムVS.ガンダム |
v1.6.3-312-g31646d6c8 |
2021-11-28 |
1 |
Unable to allocate stack for root thread. |
| 機動戦士ガンダム ガンダムVS.ガンダム |
v1.6.3-312-g31646d6c8 |
2021-11-28 |
1 |
WriteToHardware: Invalid address 000003c0 near PC 08804000 LR 00000000 |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2021-11-22 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09acff34, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2021-11-22 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09acff34, 4, 00000000, 0) |
| ウルトラマン オールスタークロニクル |
v1.6.3-312-g31646d6c8 |
2023-07-07 |
2 |
WriteToHardware: Invalid address 000006bc near PC 0889b5a8 LR 0889aad8 |
| The 3rd Birthday |
v1.6.3-312-g31646d6c8 |
2021-10-28 |
1 |
WriteToHardware: Invalid address 00020250 near PC 08ac8d74 LR 08ac8d74 |
| The 3rd Birthday |
v1.6.3-312-g31646d6c8 |
2021-10-26 |
1 |
WriteToHardware: Invalid address 000179d0 near PC 08ac8d74 LR 08ac8d74 |
| 戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2021-10-14 |
3 |
Bad index address 0cc2e224! |
| 戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2021-10-14 |
1 |
Unknown GE command : b6e80b96 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-312-g31646d6c8 |
2021-08-31 |
1 |
WriteToHardware: Invalid address 34060a6c near PC 08000000 LR 08000000 |
| TTT XV3 V6 Hecha porLegendCrack Z |
v1.6.3-312-g31646d6c8 |
2021-08-25 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08837da8 LR 08837da8 |
| ウルトラマン Fighting Evolution 0 |
v1.7.2 |
2022-02-05 |
3 |
WriteToHardware: Invalid address 00000004 near PC 08804130 LR 00000000 |
| FIFA 22 By Tutoriales Bendezu |
v1.9.4 |
2026-11-08 |
389,049 |
Savedata version requested on save: 3 |
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2021-08-07 |
1 |
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 |
1 |
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 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd4d34, 4, 00000000, 0) |
| 討鬼伝 極 |
v1.6.3-312-g31646d6c8 |
2022-03-05 |
3 |
Branch in RSRTComp delay slot at 09688734 in block starting at 09688720 |
| ウルトラマン Fighting Evolution 0 |
v1.6.3-312-g31646d6c8 |
2021-07-30 |
1 |
Unknown GE command : b76a8604 |
| PES 22 BY HAROUN Z |
v1.9.4 |
2026-10-11 |
83,561 |
Savedata version requested on save: 3 |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2021-07-01 |
1 |
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 |
1 |
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 |
1 |
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 |
1 |
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 |
1 |
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 |
1 |
00000000=sceUtilityScreenshotInitStart(096a9d40) |
| 真・三國無雙 2nd Evolution |
v1.6.3-312-g31646d6c8 |
2021-06-07 |
1 |
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 |
2021-05-12 |
1 |
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 |
2021-05-12 |
1 |
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 |
2021-05-12 |
1 |
Unable to allocate stack for root thread. |
| SBK® Superbike World Championship |
v1.6.3-312-g31646d6c8 |
2021-05-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 090027f0): duplicate handler |
| SBK® Superbike World Championship |
v1.6.3-312-g31646d6c8 |
2021-05-04 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb0f30): duplicate handler |
| グランナイツヒストリー |
v1.6.3-312-g31646d6c8 |
2021-04-23 |
1 |
00000000=sceUtilityScreenshotInitStart(08c299b0) |
| Grand Theft Auto: Liberty City Stories |
v1.6.3-312-g31646d6c8 |
2021-04-22 |
1 |
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;
}
|
| グランナイツヒストリー |
v1.6.3-312-g31646d6c8 |
2021-04-20 |
4 |
00000000=sceUtilityScreenshotInitStart(08ded420) |
| グランナイツヒストリー |
v1.6.3-312-g31646d6c8 |
2021-04-20 |
1 |
00000000=sceUtilityScreenshotInitStart(08de9690) |
| グランナイツヒストリー |
v1.6.3-312-g31646d6c8 |
2021-04-20 |
2 |
00000000=sceUtilityScreenshotInitStart(08de1810) |
| ナルティメットアクセル3 |
v1.6.3-312-g31646d6c8 |
2021-05-14 |
2 |
00000000=sceUtilityScreenshotInitStart(09a73418) |
| ウルトラマン Fighting Evolution 0 |
v1.6.3-312-g31646d6c8 |
2021-04-11 |
1 |
Unknown GE command : ef104520 |
| とある魔術と科学の群奏活劇 |
v1.6.3-312-g31646d6c8 |
2021-04-11 |
2 |
GL ran out of GPU memory; switching to low memory mode |
| ナルティメットインパクト |
v1.6.3-312-g31646d6c8 |
2021-04-07 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb9b28) |
| ナルティメットインパクト |
v1.6.3-312-g31646d6c8 |
2021-04-07 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb9ae8) |
| eFootball PES 2021 By SinSega |
v1.9.4 |
2026-10-20 |
12,686 |
Savedata version requested on save: 3 |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.9.4 |
2022-03-01 |
10 |
00000000=sceUtilityScreenshotInitStart(09c997bc) |
| ナルティメットインパクト |
v1.6.3-312-g31646d6c8 |
2021-02-21 |
1 |
00000000=sceUtilityScreenshotInitStart(09cbc4a8) |
| ナルティメットインパクト |
v1.6.3-312-g31646d6c8 |
2021-02-21 |
2 |
00000000=sceUtilityScreenshotInitStart(09cbc4e8) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2021-02-15 |
1 |
800200d3=sceKernelStartThread(3408, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2021-02-15 |
1 |
800200d3=sceKernelStartThread(3338, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2021-02-15 |
1 |
800200d3=sceKernelStartThread(3340, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.9.0 |
2022-03-01 |
2 |
00000000=sceUtilityScreenshotInitStart(09c9985c) |