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Game title |
Version |
Latest Report |
Message |
eFootball PES 2021 DraycEM "C19" |
v1.9.4 |
2024-12-22 |
Savedata version requested on save: 3 |
eFootball PES 2021 DraycEM "C19" |
v1.9.4 |
2024-12-22 |
Savedata version requested: 3 |
ACE COMBAT JOINT ASSAULT |
v1.9.3-287-g25726deb4 |
2020-05-23 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:09200002 Tex Fog StenToAlpha Sten1 TFuncMod
#version 330
#define lowp
#define mediump
#define highp
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(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01200010:00160b14 HWX T N Fog Tex UVEnv Light: 1: c:1 t:0
#version 330
#define lowp
#define mediump
#define highp
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_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
ACE COMBAT JOINT ASSAULT |
v1.9.3-287-g25726deb4 |
2020-05-19 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00200002 Tex Fog TFuncMod
#version 330
#define lowp
#define mediump
#define highp
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(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01200010:00160b14 HWX T N Fog Tex UVEnv Light: 1: c:1 t:0
#version 330
#define lowp
#define mediump
#define highp
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_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Split/Second Velocity |
v1.9.3-287-g25726deb4 |
2020-05-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01f00000:00120b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Split/Second Velocity |
v1.9.3-287-g25726deb4 |
2020-05-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01700000:00120b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Split/Second Velocity |
v1.9.3-287-g25726deb4 |
2020-05-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01700000:00120b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Split/Second Velocity |
v1.9.3-287-g25726deb4 |
2020-05-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01300000:00120b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Ys SEVEN |
v1.9.3-287-g25726deb4 |
2020-04-27 |
Render to area containing texture at 09b4a070 +144x3 |
Ys SEVEN |
v1.9.3-287-g25726deb4 |
2020-04-27 |
Ignoring possible render to texture at 09b4ad90 +416x40 / 512x272 |
TACTICS OGRE™: Let Us Cling Together™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
TACTICS OGRE™: Let Us Cling Together™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1 |
VALKYRIE PROFILE -LENNETH- |
v1.9.3-287-g25726deb4 |
2020-04-03 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01300000:00120b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
VALKYRIE PROFILE -LENNETH- |
v1.9.3-287-g25726deb4 |
2020-04-03 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01700000:00120b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
VALKYRIE PROFILE -LENNETH- |
v1.9.3-287-g25726deb4 |
2020-04-03 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01f00000:00120b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
VALKYRIE PROFILE -LENNETH- |
v1.9.3-287-g25726deb4 |
2020-04-03 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01700000:00120b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Split/Second Velocity |
v1.9.3-287-g25726deb4 |
2020-05-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#define lowp
#define mediump
#define highp
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 = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01f00000:00120b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0
#version 330
#define lowp
#define mediump
#define highp
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.9.3-287-g25726deb4 |
2020-03-30 |
Ignoring possible render to texture at 04154000 +64x65 / 128x128 |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/f5478233, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/d8f54a51, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/d0a56296, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/d021c0fb, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/a703fe0f, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/8f450998, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/87c263d1, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/87677e40, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/7f696782, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/44e07129, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/3cef484f, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/3c2fa058, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/35750070, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/354d27ea, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/2a368661, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/0db149f4, already implemented in HLE. |
SWAT®: Target Liberty™ |
v1.9.3-287-g25726deb4 |
2024-10-22 |
Ignoring func export sceMp3/07ec321a, already implemented in HLE. |
KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.9.3-287-g25726deb4 |
2021-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1 |
KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.9.3-683-gcc916180b |
2024-05-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-12-21 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2020-09-08 |
Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-12-21 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-12-21 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-07-23 |
Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5 |
F1 Grand Prix |
v1.9.3-752-g244a60139 |
2024-09-25 |
Unknown syscall in known module 'SysclibForKernel': 0xb49a7697 |
Ys: The Oath in Felghana |
v1.9.3-287-g25726deb4 |
2020-02-27 |
sceDmacMemcpy(dest=041b2900, src=08d4b410, size=4096): overlapping read |
Ys: The Oath in Felghana |
v1.9.3-287-g25726deb4 |
2020-02-27 |
sceDmacMemcpy(dest=041a1100, src=08d7b0d0, size=1024): overlapping read |
Ys: The Oath in Felghana |
v1.9.3-287-g25726deb4 |
2020-02-27 |
sceDmacMemcpy(dest=04198900, src=08d4e590, size=4096): overlapping read |
Ys: The Oath in Felghana |
v1.9.3-287-g25726deb4 |
2020-02-26 |
sceDmacMemcpy(dest=041ba400, src=08d52790, size=4096): overlapping read |
Ys: The Oath in Felghana |
v1.9.3-287-g25726deb4 |
2022-02-13 |
Unexpected mpeg first timestamp: 0 / 0 |
(homebrew) |
v1.9.3-572-gcc0cfcd33 |
2020-07-27 |
MFIC instruction hit (70020024) at 088a2410 |
那由多の軌跡 |
v1.9.3-287-g25726deb4 |
2020-02-19 |
sceDmacMemcpy(dest=041d8c00, src=08d380a0, size=8192): overlapping read |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafJob): unsupported options parameter 09fbfdd0 |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafJob): unsupported options parameter 09fbfd90 |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafJob): unsupported options parameter 09fbfce0 |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008 |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafThread): unsupported options parameter 09fbfd10 |
(homebrew) |
v1.9.3-702-gb5a0af635 |
2022-08-28 |
sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008 |
Burnout Legends |
v1.9.3-734-g31b1993a6 |
2022-05-16 |
Unknown syscall in known module 'SysclibForKernel': 0xb49a7697 |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/a8e102a0, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/7de281c2, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/70210b73, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/7012bbdd, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/4929b40d, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/2b7299d8, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/2abadc63, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/2a0c2009, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/1c84b58d, already implemented in HLE. |
My Merry May with be |
v1.9.3-289-g8048977ba |
2021-01-10 |
Ignoring func export sceHeap/0e875980, already implemented in HLE. |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-09-15 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-09-15 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708 |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5 |
NAMCO MUSEUM BATTLE COLLECTION |
v1.9.3-908-g192164c5f |
2024-06-02 |
Unknown syscall in known module 'SysclibForKernel': 0xb49a7697 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2023-01-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
Burnout™ Legends |
v1.9.3-631-g268df5aa6 |
2024-12-10 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |