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Apr 28th, 2014
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  1. [!]: path: /dev_hdd0/game/
  2. [!]: Loading 'D:\Rpcs3\dev_hdd0\game\NPEB00173/USRDIR/BOOT.BIN'...
  3. [!]: Mount info:
  4. [!]: /dev_hdd0/ -> D:\Rpcs3\dev_hdd0\
  5. [!]: /dev_hdd1/ -> D:\Rpcs3\dev_hdd1\
  6. [!]: /dev_usb000/ -> D:\Rpcs3\dev_usb000\
  7. [!]: /dev_usb/ -> D:\Rpcs3\dev_usb000\
  8. [!]: /app_home/ -> D:\Rpcs3\dev_hdd0\game\NPEB00173/
  9. [!]: / -> D:\Rpcs3\dev_hdd0\game\NPEB00173/
  10. [!]: /host_root/ -> D:\Rpcs3\host_root\
  11. [!]: /dev_flash/ -> D:\Rpcs3\dev_flash\
  12. [!]: /dev_hdd1/cache/BLUS30442// -> D:\Rpcs3\dev_hdd1\cache\BLUS30442
  13. [!]: /dev_bdvd/PS3_GAME -> D:\Rpcs3\dev_hdd0\game\NPEB00173//
  14. [!]: /dev_hdd1/BLUS30727 -> D:\Rpcs3\dev_hdd1\cache\BLUS30727
  15. [!]: /LibResource/ -> Z:\PS3\Tales of Graces F\BLUS30903\PS3_GAME\USRDIR\LibResource
  16. [!]: USRDIR/images -> D:\Rpcs3\dev_hdd0\game\NPUA30003\USRDIR\images
  17. [!]: /data/puzzles -> D:\Rpcs3\dev_hdd0\game\SGTPZL010\USRDIR\data\puzzles
  18. [!]: /data/help -> D:\Rpcs3\dev_hdd0\game\SGTPZL010\USRDIR\data\help
  19. [!]: ->
  20. [!]: /dev_usb001/ -> D:\Rpcs3\usb
  21. [!]: /dev_usb002/ -> D:\Rpcs3\usb
  22. [!]: /dev_usb003/ -> D:\Rpcs3\usb
  23. [!]: /dev_usb004/ -> D:\Rpcs3\usb
  24. [!]: /dev_usb005/ -> D:\Rpcs3\usb
  25. [!]: /dev_usb006/ -> D:\Rpcs3\usb
  26. [!]: /dev_usb007/ -> D:\Rpcs3\usb
  27. [!]: /dev_usb008/ -> D:\Rpcs3\usb
  28. [!]: /dev_usb009/ -> D:\Rpcs3\usb
  29. [!]: Initing memory...
  30. [!]: Memory initialized.
  31. [!]: Function 'cellAANConnect' hooked (addr=0x1a2df8)
  32. [!]: Function 'cellAANDisconnect' hooked (addr=0x1a2e90)
  33. [!]: Function 'cellAANAddData' hooked (addr=0x1a2f28)
  34. [!]: Function 'cellSurMixerGetAANHandle' hooked (addr=0x1a3074)
  35. [!]: Function 'cellSurMixerSetNotifyCallback' hooked (addr=0x1a30ac)
  36. [!]: Function 'cellSurMixerRemoveNotifyCallback' hooked (addr=0x1a3140)
  37. [!]: Function 'cellSurMixerSurBusAddData' hooked (addr=0x1a31d0)
  38. [!]: Function 'cellSurMixerGetCurrentBlockTag' hooked (addr=0x1a3280)
  39. [!]: Function 'cellSurMixerChStripGetAANPortNo' hooked (addr=0x1a3adc)
  40. [!]: Function 'cellSurMixerBeep' hooked (addr=0x1a3b18)
  41. [!]: Function 'cellSurMixerChStripSetParameter' hooked (addr=0x1a3ef4)
  42. [!]: Function 'cellSurMixerPause' hooked (addr=0x1a41a8)
  43. [!]: Function 'cellSurMixerGetTimestamp' hooked (addr=0x1a57c0)
  44. [!]: Function 'cellSurMixerSetParameter' hooked (addr=0x1a5828)
  45. [!]: Function 'cellSurMixerStart' hooked (addr=0x1a58f8)
  46. [!]: Function 'cellSurMixerFinalize' hooked (addr=0x1a5c00)
  47. [!]: Function 'cellSurMixerCreate' hooked (addr=0x1a64c4)
  48. [S]: Function group [surmxAAN] successfully hooked
  49. [S]: Function group [surmixer] successfully hooked
  50. [W]: Unknown function 0x62b0f803 in 'cellSysutil' module
  51. [E]: TODO: cellMsgDialogAbort
  52. [W]: Unknown function 0x8b7ed64b in 'cellSysutil' module
  53. [E]: TODO: cellSaveDataAutoSave2
  54. [W]: Unknown function 0xced17573 in 'cellSysutil' module
  55. [E]: TODO: cellSaveDataFixedDelete
  56. [W]: Unknown function 0xedadd797 in 'cellSysutil' module
  57. [E]: TODO: cellSaveDataDelete2
  58. [W]: Unknown function 0xfbd5c856 in 'cellSysutil' module
  59. [E]: TODO: cellSaveDataAutoLoad2
  60. [W]: Unknown function 0x723bbc7e in 'cellGcmSys' module
  61. [E]: TODO: cellGcmGetVBlankCount
  62. [W]: Unknown function 0xacee8542 in 'cellGcmSys' module
  63. [E]: TODO: cellGcmSetFlipImmediate
  64. [W]: Unknown function 0xd01b570d in 'cellGcmSys' module
  65. [E]: TODO: cellGcmSetGraphicsHandler
  66. [W]: Unknown function 0x967a162b in 'sys_fs' module
  67. [E]: TODO: cellFsFsync
  68. [W]: Unknown function 0xc98a3146 in 'sys_net' module
  69. [E]: TODO: inet_ntop
  70. [W]: Unknown function 0xd3758645 in 'cellResc' module
  71. [E]: TODO: cellRescSetVBlankHandler
  72. [W]: Unknown function 0xe0cef79e in 'cellResc' module
  73. [E]: TODO: cellRescCreateInterlaceTable
  74. [W]: Unknown function 0x57e4dec3 in 'cellSpurs' module
  75. [E]: TODO: cellSpursRemoveWorkload
  76. [W]: Unknown function 0x5fd43fe4 in 'cellSpurs' module
  77. [E]: TODO: cellSpursWaitForWorkloadShutdown
  78. [W]: Unknown function 0x69726aa2 in 'cellSpurs' module
  79. [E]: TODO: cellSpursAddWorkload
  80. [W]: Unknown function 0x7e4ea023 in 'cellSpurs' module
  81. [E]: TODO: cellSpursWakeUp
  82. [W]: Unknown function 0x98d5b343 in 'cellSpurs' module
  83. [E]: TODO: cellSpursShutdownWorkload
  84. [W]: Unknown function 0xa73bf47e in 'cellSpurs' module
  85. [E]: TODO: _cellSpursWorkloadFlagReceiver
  86. [W]: Unknown function 0xf843818d in 'cellSpurs' module
  87. [E]: TODO: cellSpursReadyCountStore
  88. [W]: Unknown function 0xc765b995 in 'cellSpurs' module
  89. [E]: TODO: cellSpursGetWorkloadFlag
  90. [W]: Unknown function 0x01fbbc9b in 'sceNp' module
  91. [E]: TODO: sceNpBasicSendMessageGui
  92. [W]: Unknown function 0x04372385 in 'sceNp' module
  93. [E]: TODO: sceNpBasicGetFriendListEntry
  94. [W]: Unknown function 0x168a3117 in 'sceNp' module
  95. [E]: TODO: sceNpBasicAddPlayersHistory
  96. [W]: Unknown function 0x21206642 in 'sceNp' module
  97. [E]: TODO: sceNpScoreGetRankingByRangeAsync
  98. [W]: Unknown function 0x259113b8 in 'sceNp' module
  99. [E]: TODO: sceNpScoreDestroyTitleCtx
  100. [W]: Unknown function 0x32cf311f in 'sceNp' module
  101. [E]: TODO: sceNpScoreInit
  102. [W]: Unknown function 0x3db7914d in 'sceNp' module
  103. [E]: TODO: sceNpScoreGetRankingByNpIdAsync
  104. [W]: Unknown function 0x4026eac5 in 'sceNp' module
  105. [E]: TODO: sceNpBasicRegisterContextSensitiveHandler
  106. [W]: Unknown function 0x45f8f3aa in 'sceNp' module
  107. [E]: TODO: sceNpCustomMenuRegisterActions
  108. [W]: Unknown function 0x481ce0e8 in 'sceNp' module
  109. [E]: TODO: sceNpBasicAbortGui
  110. [W]: Unknown function 0x52a6b523 in 'sceNp' module
  111. [E]: TODO: sceNpManagerUnregisterCallback
  112. [W]: Unknown function 0x64a704cc in 'sceNp' module
  113. [E]: TODO: sceNpBasicRecvMessageAttachmentLoad
  114. [W]: Unknown function 0x6ee62ed2 in 'sceNp' module
  115. [E]: TODO: sceNpManagerGetContentRatingFlag
  116. [W]: Unknown function 0x6f5e8143 in 'sceNp' module
  117. [E]: TODO: sceNpScoreCreateTransactionCtx
  118. [W]: Unknown function 0x806960ab in 'sceNp' module
  119. [E]: TODO: sceNpBasicRecvMessageCustom
  120. [W]: Unknown function 0x9851f805 in 'sceNp' module
  121. [E]: TODO: sceNpScoreTerm
  122. [W]: Unknown function 0xa7a090e5 in 'sceNp' module
  123. [E]: TODO: sceNpScorePollAsync
  124. [W]: Unknown function 0xacb9ee8e in 'sceNp' module
  125. [E]: TODO: sceNpBasicUnregisterHandler
  126. [W]: Unknown function 0xafef640d in 'sceNp' module
  127. [E]: TODO: sceNpBasicGetFriendListEntryCount
  128. [W]: Unknown function 0xb9f93bbb in 'sceNp' module
  129. [E]: TODO: sceNpScoreCreateTitleCtx
  130. [W]: Unknown function 0xbe07c708 in 'sceNp' module
  131. [E]: TODO: sceNpManagerGetOnlineId
  132. [W]: Unknown function 0xc5f4cf82 in 'sceNp' module
  133. [E]: TODO: sceNpScoreDestroyTransactionCtx
  134. [W]: Unknown function 0xddce7d15 in 'sceNp' module
  135. [E]: TODO: sceNpScoreGetBoardInfoAsync
  136. [W]: Unknown function 0xe035f7d6 in 'sceNp' module
  137. [E]: TODO: sceNpBasicGetEvent
  138. [W]: Unknown function 0xe7dcd3b4 in 'sceNp' module
  139. [E]: TODO: sceNpManagerRegisterCallback
  140. [W]: Unknown function 0xeb7a3d84 in 'sceNp' module
  141. [E]: TODO: sceNpManagerGetChatRestrictionFlag
  142. [W]: Unknown function 0xf0a9182b in 'sceNp' module
  143. [E]: TODO: sceNpFriendlist
  144. [W]: Unknown function 0xf0b1e399 in 'sceNp' module
  145. [E]: TODO: sceNpScoreRecordScoreAsync
  146. [W]: Unknown function 0xf59e1da8 in 'sceNp' module
  147. [E]: TODO: sceNpFriendlistAbortGui
  148. [W]: Unknown function 0xf9732ac8 in 'sceNp' module
  149. [E]: TODO: sceNpCustomMenuActionSetActivation
  150. [W]: Unknown function 0xfe37a7f4 in 'sceNp' module
  151. [E]: TODO: sceNpManagerGetNpId
  152. [W]: Unknown function 0x01379fd7 in 'sceNp2' module
  153. [E]: TODO: sceNpMatching2DestroyContext
  154. [W]: Unknown function 0x05bf2fbd in 'sceNp2' module
  155. [E]: TODO: sceNpMatching2GetWorldInfoList
  156. [W]: Unknown function 0x0d22867f in 'sceNp2' module
  157. [E]: TODO: sceNpMatching2SearchRoom
  158. [W]: Unknown function 0x0ebe4c6b in 'sceNp2' module
  159. [E]: TODO: sceNpMatching2SignalingGetConnectionStatus
  160. [W]: Unknown function 0x12d0b0f9 in 'sceNp2' module
  161. [E]: TODO: sceNpMatching2ContextStart
  162. [W]: Unknown function 0x1f372697 in 'sceNp2' module
  163. [E]: TODO: sceNpMatching2LeaveRoom
  164. [W]: Unknown function 0x23009d07 in 'sceNp2' module
  165. [E]: TODO: sceNpMatching2Term2
  166. [W]: Unknown function 0x3457c0db in 'sceNp2' module
  167. [E]: TODO: sceNpMatching2GetServerInfo
  168. [W]: Unknown function 0x3c00c9d4 in 'sceNp2' module
  169. [E]: TODO: sceNpMatching2GetEventData
  170. [W]: Unknown function 0x41251f74 in 'sceNp2' module
  171. [E]: TODO: sceNp2Init
  172. [W]: Unknown function 0x490124fd in 'sceNp2' module
  173. [E]: TODO: sceNpMatching2GetRoomMemberIdListLocal
  174. [W]: Unknown function 0x5721e711 in 'sceNp2' module
  175. [E]: TODO: sceNpMatching2JoinRoom
  176. [W]: Unknown function 0x66f19527 in 'sceNp2' module
  177. [E]: TODO: sceNpMatching2KickoutRoomMember
  178. [W]: Unknown function 0x817d1090 in 'sceNp2' module
  179. [E]: TODO: sceNpMatching2SetRoomDataInternal
  180. [W]: Unknown function 0x8b209ca2 in 'sceNp2' module
  181. [E]: TODO: sceNpMatching2GetRoomDataInternal
  182. [W]: Unknown function 0x8e5cfe9f in 'sceNp2' module
  183. [E]: TODO: sceNpMatching2GetServerIdListLocal
  184. [W]: Unknown function 0x9cbce3f2 in 'sceNp2' module
  185. [E]: TODO: sceNpMatching2CreateContext
  186. [W]: Unknown function 0xa9e6103e in 'sceNp2' module
  187. [E]: TODO: sceNpMatching2RegisterSignalingCallback
  188. [W]: Unknown function 0xaadb7c12 in 'sceNp2' module
  189. [E]: TODO: sceNp2Term
  190. [W]: Unknown function 0xdb87b088 in 'sceNp2' module
  191. [E]: TODO: sceNpMatching2SetDefaultRequestOptParam
  192. [W]: Unknown function 0xdcb6b27d in 'sceNp2' module
  193. [E]: TODO: sceNpMatching2RegisterRoomEventCallback
  194. [W]: Unknown function 0xe7a3bc7a in 'sceNp2' module
  195. [E]: TODO: sceNpMatching2CreateJoinRoom
  196. [W]: Unknown function 0xf43c647a in 'sceNp2' module
  197. [E]: TODO: sceNpMatching2ContextStop
  198. [W]: Unknown function 0xf4babd3f in 'sceNp2' module
  199. [E]: TODO: sceNpMatching2Init2
  200. [W]: Unknown module 'cellSysutilAvc2'
  201. [W]: Unknown function 0x8a561d92 in 'sysPrxForUser' module
  202. [E]: TODO: _sys_heap_free
  203. [W]: Unknown function 0xaede4b03 in 'sysPrxForUser' module
  204. [E]: TODO: _sys_heap_delete_heap
  205. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 3
  206. [W : PPU[1] Thread (CPUThread)[0x001bdb98]]: memory warning: sys_memory_get_user_memory_size(mem_info_addr=0xd0010c04)
  207. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 4
  208. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 5
  209. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 6
  210. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 7
  211. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 8
  212. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 9
  213. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 10
  214. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 11
  215. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [_lc_mtx] (attribute=0x12): sq_id = 12
  216. [W : PPU[1] Thread (CPUThread)[0x00359064]]: cellSysutil warning: cellSysutilRegisterCallback(slot=0, func_addr=0x37d210, userdata=0x0)
  217. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_NET)
  218. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_NETCTL)
  219. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_RESC)
  220. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_USBD)
  221. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_FS)
  222. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL)
  223. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_NP_TROPHY)
  224. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_RTC)
  225. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_NP2)
  226. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_AVCHAT2)
  227. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_ATRAC3PLUS)
  228. [W : PPU[1] Thread (CPUThread)[0x00359004]]: cellSysutil warning: cellVideoOutConfigure(videoOut=0, config_addr=0xd0010b58, option_addr=0x0, waitForEvent=0x0)
  229. [W : PPU[1] Thread (CPUThread)[0x00359028]]: cellSysutil warning: cellSysutilGetSystemParamInt: CELL_SYSUTIL_SYSTEMPARAM_ID_LANG
  230. [W : PPU[1] Thread (CPUThread)[0x00359028]]: cellSysutil warning: cellSysutilGetSystemParamInt: CELL_SYSUTIL_SYSTEMPARAM_ID_ENTER_BUTTON_ASSIGN
  231. [W : PPU[1] Thread (CPUThread)[0x0013b558]]: memory warning: sys_memory_get_user_memory_size(mem_info_addr=0xd0010a24)
  232. [W : PPU[1] Thread (CPUThread)[0x0035d01c]]: cellSysmodule warning: cellSysmoduleIsLoaded(CELL_SYSMODULE_FS)
  233. [W : PPU[1] Thread (CPUThread)[0x0035d01c]]: cellSysmodule warning: cellSysmoduleIsLoaded(CELL_SYSMODULE_SYSUTIL_GAME)
  234. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_GAME)
  235. [W : PPU[1] Thread (CPUThread)[0x00565010]]: cellGame warning: cellGameBootCheck(type_addr=0xd00109c0, attributes_addr=0xd00109c4, size_addr=0xd00109c8, dirName_addr=0x3f7ffed8)
  236. [W : PPU[1] Thread (CPUThread)[0x00565004]]: cellGame warning: cellGameContentPermit(contentInfoPath_addr=0x3f7ffef8, usrdirPath_addr=0x3f7fff78)
  237. [W : PPU[1] Thread (CPUThread)[0x0035f0ac]]: sys_fs warning: cellFsAioInit(mount_point_addr=0x31b038 (/dev_hdd0))
  238. [W : PPU[1] Thread (CPUThread)[0x0035f0ac]]: sys_fs warning: cellFsAioInit(mount_point_addr=0x31b048 (/dev_bdvd))
  239. [W : PPU[1] Thread (CPUThread)[0x0035f0ac]]: sys_fs warning: cellFsAioInit(mount_point_addr=0x31b058 (/dev_hdd1))
  240. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 13
  241. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 14
  242. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: sys_event_flag_create(eflag_id_addr=0x3f7f9698, attr_addr=0xd00108f0, init=0x0)
  243. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: *** event_flag created [FileIOT] (protocol=0x2, type=0x20000): id = 15
  244. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 16
  245. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [FileIOThread] (): id = 17
  246. [W : PPU[1] Thread (CPUThread)[0x00031208]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 18
  247. [W : PPU[1] Thread (CPUThread)[0x00031224]]: sys_cond warning: *** condition created [] (mutex_id=18): id = 19
  248. [W : PPU[1] Thread (CPUThread)[0x0035d01c]]: cellSysmodule warning: cellSysmoduleIsLoaded(CELL_SYSMODULE_ATRAC3PLUS)
  249. [W : PPU[1] Thread (CPUThread)[0x00359070]]: cellSysutil warning: cellAudioOutSetCopyControl(audioOut=0,control=2)
  250. [W : PPU[1] Thread (CPUThread)[0x00196240]]: sys_mutex warning: *** mutex created [_sd3000] (protocol=0x2, recursive=false): id = 20
  251. [W : PPU[1] Thread (CPUThread)[0x001a24a4]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 21
  252. [W : PPU[1] Thread (CPUThread)[0x001a2618]]: sys_spu warning: sys_spu_thread_group_create(id_addr=0x4fe010, num=1, prio=100, attr_addr=0x4fe104)
  253. [W : PPU[1] Thread (CPUThread)[0x001a2618]]: sys_spu warning: *** SPU Thread Group created [_synth2 Group] (type=0x0, option.ct=0x0): id=22
  254. [W : PPU[1] Thread (CPUThread)[0x00573154]]: sysPrxForUser warning: sys_spu_image_import(img=0x4fe014, src=0x328a00, type=0x1)
  255. [W : PPU[1] Thread (CPUThread)[0x00573154]]: desc = 'synth2.elf'
  256. [W : PPU[1] Thread (CPUThread)[0x001a2718]]: sys_spu warning: sys_spu_thread_initialize(thread_addr=0x4fe00c, group=0x16, spu_num=0, img_addr=0x4fe014, attr_addr=0x4fe114, arg_addr=0x4fe120)
  257. [W : PPU[1] Thread (CPUThread)[0x001a2718]]: sys_spu warning: *** New SPU Thread [_synth2 Thread] (img_offset=0x576000, ls_offset=0x5b6000, ep=0xf0, a1=0x4fe080, a2=0x0, a3=0x0, a4=0x0): id=23
  258. [W : PPU[1] Thread (CPUThread)[0x001a2cc4]]: sys_event warning: sys_event_queue_create(equeue_id_addr=0x4769a8, attr_addr=0x4769b0, event_queue_key=0x0, size=32)
  259. [W : PPU[1] Thread (CPUThread)[0x001a2cc4]]: sys_event warning: *** event_queue created [] (protocol=0x2, type=0x1): id = 24
  260. [W : PPU[1] Thread (CPUThread)[0x001a2ce0]]: sys_spu warning: sys_spu_thread_connect_event(id=23, eq_id=24, event_type=0x1, spup=58)
  261. [W : PPU[1] Thread (CPUThread)[0x001a2d00]]: sys_event warning: sys_event_queue_create(equeue_id_addr=0x4769ac, attr_addr=0x4769b0, event_queue_key=0x0, size=32)
  262. [W : PPU[1] Thread (CPUThread)[0x001a2d00]]: sys_event warning: *** event_queue created [] (protocol=0x2, type=0x2): id = 25
  263. [W : PPU[1] Thread (CPUThread)[0x001a2d18]]: sys_event warning: sys_event_port_create(eport_id_addr=0x4769c0, port_type=0x1, name=0x0)
  264. [W : PPU[1] Thread (CPUThread)[0x001a2d18]]: sys_event warning: *** sys_event_port created: id = 26
  265. [W : PPU[1] Thread (CPUThread)[0x001a2d28]]: sys_event warning: sys_event_port_connect_local(eport_id=26, equeue_id=25)
  266. [W : PPU[1] Thread (CPUThread)[0x001a2d40]]: sys_spu warning: sys_spu_thread_bind_queue(id=23, equeue_id=25, spuq_num=0x1012000)
  267. [W : PPU[1] Thread (CPUThread)[0x001a274c]]: sys_spu warning: sys_spu_thread_group_start(id=22)
  268. [W : PPU[1] Thread (CPUThread)[0x00567004]]: cellAudio warning: cellAudioInit()
  269. [! : Audio Thread]: Audio started
  270. [W : PPU[1] Thread (CPUThread)[0x001a64c8]]: libmixer warning: cellSurMixerCreate(config_addr=0x39631c)
  271. [W : PPU[1] Thread (CPUThread)[0x001a64c8]]: libmixer warning: *** surMixer created (ch1=2, ch2=1, ch6=0, ch8=0)
  272. [E : PPU[1] Thread (CPUThread)[0x001a582c]]: libmixer error: cellSurMixerSetParameter(param=0x28, value=0.515625)
  273. [W : PPU[1] Thread (CPUThread)[0x001a3078]]: libmixer warning: cellSurMixerGetAANHandle(handle_addr=0x42937c) -> 0x11111111
  274. [W : PPU[1] Thread (CPUThread)[0x001a3ae0]]: libmixer warning: cellSurMixerChStripGetAANPortNo(port_addr=0x429380, type=0x1, index=0x0) -> 0x10000
  275. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=1, index=0, param_addr=0xd00109bc)
  276. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=1, index=0, param_addr=0xd00109bc)
  277. [W : PPU[1] Thread (CPUThread)[0x001a3ae0]]: libmixer warning: cellSurMixerChStripGetAANPortNo(port_addr=0x429384, type=0x1, index=0x1) -> 0x10001
  278. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=1, index=1, param_addr=0xd00109bc)
  279. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=1, index=1, param_addr=0xd00109bc)
  280. [W : PPU[1] Thread (CPUThread)[0x001a3ae0]]: libmixer warning: cellSurMixerChStripGetAANPortNo(port_addr=0x42b3e8, type=0x2, index=0x0) -> 0x20000
  281. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=2, index=0, param_addr=0xd00109bc)
  282. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=2, index=0, param_addr=0xd00109bc)
  283. [E : PPU[1] Thread (CPUThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=2, index=0, param_addr=0xd00109bc)
  284. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: sys_event_flag_create(eflag_id_addr=0x3f7f9390, attr_addr=0xd0010840, init=0x0)
  285. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: *** event_flag created [SoundSe] (protocol=0x2, type=0x20000): id = 27
  286. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 28
  287. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 29
  288. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [SoundSeThread] (): id = 30
  289. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: sys_event_flag_create(eflag_id_addr=0x3f7f9098, attr_addr=0xd0010860, init=0x0)
  290. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: *** event_flag created [SoundBg] (protocol=0x2, type=0x20000): id = 31
  291. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 32
  292. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 33
  293. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [SoundBgmThread] (): id = 34
  294. [W : PPU[1] Thread (CPUThread)[0x001a30b0]]: libmixer warning: cellSurMixerSetNotifyCallback(func_addr=0x371fe0, arg=0x3f7f9368) (surMixerCb=0x0)
  295. [W : PPU[1] Thread (CPUThread)[0x001a58fc]]: libmixer warning: cellSurMixerStart()
  296. [W : PPU[1] Thread (CPUThread)[0x001a58fc]]: libmixer warning: *** audio port opened(default)
  297. [E : PPU[34] Thread (SoundBgmThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=2, index=0, param_addr=0xd0050cac)
  298. [W : PPU[1] Thread (CPUThread)[0x0011ef14]]: sys_spu warning: sys_spu_initialize(max_usable_spu=6, max_raw_spu=1)
  299. [W : PPU[1] Thread (CPUThread)[0x0035b01c]]: cellGcmSys warning: cellGcmInit(context_addr=0x471af0,cmdSize=0x100000,ioSize=0xf700000,ioAddress=0x30100000)
  300. [E : PPU[34] Thread (SoundBgmThread)[0x001a3ef8]]: libmixer error: cellSurMixerChStripSetParameter(type=2, index=0, param_addr=0xd0050cac)
  301. [W : PPU[1] Thread (CPUThread)[0x0035b01c]]: cellGcmSys warning: *** local memory(addr=0xc0000000, size=0xf900000)
  302. [W : PPU[1] Thread (CPUThread)[0x0035b01c]]: cellGcmSys warning: cellGcmMapEaIoAddress(ea=0x30100000, io=0x0, size=0xf700000)
  303. [! : RSXThread]: RSX thread entry
  304. [W : PPU[1] Thread (CPUThread)[0x0035b04c]]: cellGcmSys warning: cellGcmSetDebugOutputLevel(level=2)
  305. [E : PPU[1] Thread (CPUThread)[0x0035b0b8]]: TODO: cellGcmSetGraphicsHandler
  306. [W : PPU[1] Thread (CPUThread)[0x0055f064]]: cellResc warning: cellRescInit(initConfig_addr=0xd0010a24)
  307. [W : PPU[1] Thread (CPUThread)[0x0055f040]]: cellResc warning: cellRescSetDisplayMode(displayMode=4)
  308. [W : PPU[1] Thread (CPUThread)[0x0055f040]]: cellSysutil warning: cellVideoOutConfigure(videoOut=0, config_addr=0x30017000, option_addr=0x0, waitForEvent=0x0)
  309. [W : PPU[1] Thread (CPUThread)[0x0055f040]]: cellGcmSys warning: cellGcmSetFlipMode(mode=2)
  310. [W : PPU[1] Thread (CPUThread)[0x0055f070]]: cellResc warning: cellRescGetBufferSize(colorBuffers_addr=0xd0010a0c, vertexArray_addr=0xd0010a08, fragmentShader_addr=0xd0010a04)
  311. [W : PPU[1] Thread (CPUThread)[0x0055f088]]: cellResc warning: cellRescSetBufferAddress(colorBuffers_addr=0xc0000000, vertexArray_addr=0xc1100000, fragmentShader_addr=0xc1110000)
  312. [W : PPU[1] Thread (CPUThread)[0x0055f088]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x0,pitch=4,width=1280,height=720)
  313. [W : PPU[1] Thread (CPUThread)[0x0055f088]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x3c0000,pitch=4,width=1280,height=720)
  314. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=14, location=0, offset=0, size=17825792, pitch=5120, comp=7, base=0, bank=0)
  315. [E : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys error: cellGcmSetTileInfo: bad comp! (7)
  316. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=14)
  317. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  318. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  319. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=10240)
  320. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=0, location=0, offset=17956864, size=3932160, pitch=5120, comp=0, base=0, bank=0)
  321. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=0)
  322. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  323. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=1, location=0, offset=21889024, size=3932160, pitch=5120, comp=0, base=0, bank=0)
  324. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=1)
  325. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  326. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=2, location=0, offset=25821184, size=3932160, pitch=5120, comp=9, base=0, bank=0)
  327. [E : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys error: cellGcmSetTileInfo: bad comp! (9)
  328. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=2)
  329. [W : PPU[1] Thread (CPUThread)[0x0035b088]]: cellGcmSys warning: TODO: cellGcmBindZcull(index=0)
  330. [W : PPU[1] Thread (CPUThread)[0x0035b088]]: cellGcmSys warning: TODO: cellGcmBindZcull(index=1)
  331. [E : PPU[1] Thread (CPUThread)[0x0055f0ac]]: TODO: cellRescSetVBlankHandler
  332. [W : PPU[1] Thread (CPUThread)[0x0035b010]]: cellGcmSys warning: cellGcmSetUserHandler(handler=0x37d608)
  333. [W : PPU[1] Thread (CPUThread)[0x0035b0f4]]: cellGcmSys warning: cellGcmMapEaIoAddressWithFlags(ea=0x3f900000, io=0x0, size=0x100000, flags=0x2)
  334. [W : PPU[1] Thread (CPUThread)[0x0035b0f4]]: cellGcmSys warning: cellGcmMapEaIoAddress(ea=0x3f900000, io=0x0, size=0x100000)
  335. [W : PPU[1] Thread (CPUThread)[0x0035b100]]: cellGcmSys warning: cellGcmMapEaIoAddress(ea=0x3fa00000, io=0x100000, size=0x300000)
  336. [W : PPU[1] Thread (CPUThread)[0x00561058]]: cellSpurs warning: cellSpursInitialize(spurs_addr=0x46ec00, nSpus=2, spuPriority=250, ppuPriority=4294967295, exitIfNoWork=1)
  337. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 36
  338. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277ee0): id = 37
  339. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 38
  340. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277e10): id = 39
  341. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 40
  342. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277d50): id = 41
  343. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 42
  344. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277cd0): id = 43
  345. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 44
  346. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277c50): id = 45
  347. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 46
  348. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277bd0): id = 47
  349. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 48
  350. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277b50): id = 49
  351. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 50
  352. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277ad0): id = 51
  353. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 52
  354. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277a50): id = 53
  355. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 54
  356. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f2779d0): id = 55
  357. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 56
  358. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277900): id = 57
  359. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 58
  360. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277880): id = 59
  361. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 60
  362. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277800): id = 61
  363. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 62
  364. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277780): id = 63
  365. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 64
  366. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277700): id = 65
  367. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 66
  368. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277630): id = 67
  369. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 68
  370. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f277560): id = 69
  371. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 70
  372. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f2774e0): id = 71
  373. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 72
  374. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f276930): id = 73
  375. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 74
  376. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f274080): id = 75
  377. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 76
  378. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f274000): id = 77
  379. [E : PPU[1] Thread (CPUThread)[0x00563034]]: cellNetCtl error: Unimplemented function: cellNetCtlGetInfo
  380. [W : PPU[1] Thread (CPUThread)[0x0025d6b0]]: sys_event warning: sys_event_queue_create(equeue_id_addr=0x504298, attr_addr=0xd00101c4, event_queue_key=0x0, size=8)
  381. [W : PPU[1] Thread (CPUThread)[0x0025d6b0]]: sys_event warning: *** event_queue created [] (protocol=0x2, type=0x1): id = 78
  382. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [spu_printf_handler] (): id = 79
  383. [W : PPU[1] Thread (CPUThread)[0x0025d738]]: sys_event warning: sys_event_port_create(eport_id_addr=0x50429c, port_type=0x1, name=0xd1ed1ed1)
  384. [W : PPU[1] Thread (CPUThread)[0x0025d738]]: sys_event warning: *** sys_event_port created: id = 80
  385. [W : PPU[1] Thread (CPUThread)[0x0025d748]]: sys_event warning: sys_event_port_connect_local(eport_id=80, equeue_id=78)
  386. [E : PPU[1] Thread (CPUThread)[0x00561064]]: cellSpurs error: cellSpursAttachLv2EventQueue(spurs_addr=0x46ec00, queue=0x4e, port_addr=0xd00101c0, isDynamic=0)
  387. [E : PPU[1] Thread (CPUThread)[0x00561028]]: TODO: cellSpursAddWorkload
  388. [E : PPU[1] Thread (CPUThread)[0x0056104c]]: TODO: _cellSpursWorkloadFlagReceiver
  389. [E : PPU[1] Thread (CPUThread)[0x00561070]]: TODO: cellSpursReadyCountStore
  390. [E : PPU[1] Thread (CPUThread)[0x00561034]]: TODO: cellSpursWakeUp
  391. [W : PPU[1] Thread (CPUThread)[0x0035b058]]: cellGcmSys warning: cellGcmGetDefaultCommandWordSize()
  392. [W : PPU[1] Thread (CPUThread)[0x0035b070]]: cellGcmSys warning: cellGcmGetDefaultSegmentWordSize()
  393. [E : PPU[1] Thread (CPUThread)[0x0056107c]]: TODO: cellSpursGetWorkloadFlag
  394. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 81
  395. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f26abb0): id = 82
  396. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 83
  397. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f26ab30): id = 84
  398. [E : PPU[1] Thread (CPUThread)[0x00563034]]: cellNetCtl error: Unimplemented function: cellNetCtlGetInfo
  399. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  400. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  401. [E : RSXThread]: TODO: unknown/illegal method [0x00001fec](0x0)
  402. [E : RSXThread]: TODO: cellGcmSetFrequencyDividerOperation(0x0)
  403. [E : RSXThread]: TODO: cellGcmSetLineStipple(0x0)
  404. [E : RSXThread]: TODO: cellGcmSetLogicOp(0x1503)
  405. [E : RSXThread]: TODO: cellGcmSetPointSize(0x3f800000)
  406. [E : RSXThread]: TODO: cellGcmSetPolygonOffsetScaleFactor(0x0, 0x0)
  407. [E : RSXThread]: TODO: cellGcmSetPolygonStipple(0x0)
  408. [E : RSXThread]: TODO: cellGcmSetRenderEnable(0x1000000)
  409. [E : RSXThread]: TODO: cellGcmSetZcullStatsEnable(0x0)
  410. [E : RSXThread]: TODO: cellGcmSetZpassPixelCountEnable(0x0)
  411. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Control0(0x60000)
  412. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Filter(0x0)
  413. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Address(0x101)
  414. [E : RSXThread]: TODO: cellGcmSetVertexTexture_BorderColor(0x0)
  415. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Control0(0x60000)
  416. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Filter(0x0)
  417. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Address(0x101)
  418. [E : RSXThread]: TODO: cellGcmSetVertexTexture_BorderColor(0x0)
  419. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Control0(0x60000)
  420. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Filter(0x0)
  421. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Address(0x101)
  422. [E : RSXThread]: TODO: cellGcmSetVertexTexture_BorderColor(0x0)
  423. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Control0(0x60000)
  424. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Filter(0x0)
  425. [E : RSXThread]: TODO: cellGcmSetVertexTexture_Address(0x101)
  426. [E : RSXThread]: TODO: cellGcmSetVertexTexture_BorderColor(0x0)
  427. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  428. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 85
  429. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: sys_event_flag_create(eflag_id_addr=0x3f7dc0a8, attr_addr=0xd00108c0, init=0x0)
  430. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: *** event_flag created [WorkerT] (protocol=0x2, type=0x20000): id = 86
  431. [W : PPU[1] Thread (CPUThread)[0x000d8054]]: sys_event warning: sys_event_queue_create(equeue_id_addr=0x3f7dc058, attr_addr=0xd0010950, event_queue_key=0x0, size=1)
  432. [W : PPU[1] Thread (CPUThread)[0x000d8054]]: sys_event warning: *** event_queue created [] (protocol=0x2, type=0x1): id = 87
  433. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [WorkerThread] (): id = 88
  434. [W : PPU[1] Thread (CPUThread)[0x000d7f58]]: sys_event warning: sys_event_port_create(eport_id_addr=0x3f7dbef8, port_type=0x1, name=0xabcdef01)
  435. [W : PPU[1] Thread (CPUThread)[0x000d7f58]]: sys_event warning: *** sys_event_port created: id = 89
  436. [W : PPU[1] Thread (CPUThread)[0x000d6fc4]]: sys_event warning: sys_event_port_connect_local(eport_id=89, equeue_id=87)
  437. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 90
  438. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_NET)
  439. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_NETCTL)
  440. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_NP2)
  441. [W : PPU[1] Thread (CPUThread)[0x0035d010]]: cellSysmodule warning: cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_AVCHAT2)
  442. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  443. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=4, location=0, offset=102367232, size=3801088, pitch=5120, comp=0, base=0, bank=0)
  444. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=4)
  445. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=2560)
  446. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=5, location=0, offset=106168320, size=983040, pitch=2560, comp=0, base=0, bank=0)
  447. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=5)
  448. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=2560)
  449. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=6, location=0, offset=107151360, size=983040, pitch=2560, comp=0, base=0, bank=0)
  450. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=6)
  451. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=2560)
  452. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=7, location=0, offset=108134400, size=983040, pitch=2560, comp=0, base=0, bank=0)
  453. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=7)
  454. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  455. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=8, location=0, offset=109117440, size=3801088, pitch=5120, comp=0, base=0, bank=0)
  456. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=8)
  457. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  458. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=9, location=0, offset=112918528, size=3801088, pitch=5120, comp=0, base=0, bank=0)
  459. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=9)
  460. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  461. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=10, location=0, offset=116719616, size=3801088, pitch=5120, comp=0, base=0, bank=0)
  462. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=10)
  463. [W : PPU[1] Thread (CPUThread)[0x0035b004]]: cellGcmSys warning: cellGcmGetTiledPitchSize(size=5120)
  464. [W : PPU[1] Thread (CPUThread)[0x0035b0ac]]: cellGcmSys warning: cellGcmSetTileInfo(index=11, location=0, offset=120520704, size=3801088, pitch=5120, comp=0, base=0, bank=0)
  465. [W : PPU[1] Thread (CPUThread)[0x0035b040]]: cellGcmSys warning: cellGcmBindTile(index=11)
  466. [E : PPU[17] Thread (FileIOThread)[0x0035f04c]]: sys_fs error: "/dev_hdd0/game/NPEB00173/USRDIR/common/common_en.gz" not found! flags: 0x00000000
  467. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  468. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  469. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  470. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  471. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  472. [W : RSXThread]: FP not found in buffer!
  473. [W : RSXThread]: VP not found in buffer!
  474. [W : PPU[17] Thread (FileIOThread)[0x0035f04c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB00173/USRDIR/common/common.gz"): fd = 91
  475. [! : RSXThread]: Add program (0):
  476. [! : RSXThread]: *** prog id = 3
  477. [! : RSXThread]: *** vp id = 2
  478. [! : RSXThread]: *** fp id = 1
  479. [! : RSXThread]: *** vp data size = 80
  480. [! : RSXThread]: *** fp data size = 16
  481. [! : RSXThread]: *** vp shader =
  482. #version 330
  483.  
  484. uniform mat4 scaleOffsetMat = mat4(1.0);
  485. layout (location = 8) in vec4 in_tc0;
  486. layout (location = 0) in vec4 in_pos;
  487. out vec4 tc0;
  488. uniform vec4 vc259;
  489. uniform vec4 vc258;
  490. uniform vec4 vc257;
  491. uniform vec4 vc256;
  492.  
  493. void func0();
  494.  
  495. void main()
  496. {
  497. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  498. func0();
  499. gl_Position = gl_Position * scaleOffsetMat;
  500. }
  501.  
  502. void func0()
  503. {
  504. tc0.xy = in_tc0.xyxx.xy;
  505. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  506. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  507. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  508. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  509. }
  510.  
  511. [! : RSXThread]: *** fp shader =
  512. #version 330
  513.  
  514. in vec4 tc0;
  515. uniform sampler2D tex0;
  516. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  517. layout (location = 0) out vec4 ocol;
  518.  
  519. void main()
  520. {
  521. h0 = texture(tex0, tc0.xy);
  522. ocol = h0;
  523. }
  524.  
  525. [W : RSXThread]: New FBO (1280x720)
  526. [W : RSXThread]: FP not found in buffer!
  527. [W : PPU[17] Thread (FileIOThread)[0x0035f01c]]: sys_fs warning: cellFsClose(fd=91)
  528. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  529. [! : RSXThread]: Add program (1):
  530. [! : RSXThread]: *** prog id = 4
  531. [! : RSXThread]: *** vp id = 2
  532. [! : RSXThread]: *** fp id = 1
  533. [! : RSXThread]: *** vp data size = 80
  534. [! : RSXThread]: *** fp data size = 752
  535. [! : RSXThread]: *** vp shader =
  536. #version 330
  537.  
  538. uniform mat4 scaleOffsetMat = mat4(1.0);
  539. layout (location = 8) in vec4 in_tc0;
  540. layout (location = 0) in vec4 in_pos;
  541. out vec4 tc0;
  542. uniform vec4 vc259;
  543. uniform vec4 vc258;
  544. uniform vec4 vc257;
  545. uniform vec4 vc256;
  546.  
  547. void func0();
  548.  
  549. void main()
  550. {
  551. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  552. func0();
  553. gl_Position = gl_Position * scaleOffsetMat;
  554. }
  555.  
  556. void func0()
  557. {
  558. tc0.xy = in_tc0.xyxx.xy;
  559. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  560. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  561. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  562. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  563. }
  564.  
  565. [! : RSXThread]: *** fp shader =
  566. #version 330
  567.  
  568. in vec4 tc0;
  569. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  570. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  571. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  572. vec4 rc0;
  573. uniform sampler2D tex0;
  574. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  575. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  576. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  577. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  578. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  579. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  580. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  581. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  582. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  583. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  584. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  585. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  586. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  587. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  588. out vec4 h2;
  589. out vec4 h4;
  590. layout (location = 1) out vec4 r2;
  591. layout (location = 0) out vec4 ocol;
  592.  
  593. void main()
  594. {
  595. r0.zw = tc0.xxxy.zw;
  596. h0.xyz = texture(tex0, tc0.xy).xyz;
  597. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  598. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  599. h2.xyz = texture(tex0, r1.xy).xyz;
  600. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  601. h0.w = h0.zzzz.w;
  602. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  603. h0.xy = fc224.xyxx.xy;
  604. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  605. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  606. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  607. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  608. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  609. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  610. h4.w = h0.w;
  611. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  612. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  613. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  614. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  615. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  616. rc0.w = vec4(greaterThan(h2, h4)).w;
  617. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  618. h0.w = h4.w;
  619. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  620. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  621. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  622. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  623. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  624. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  625. h0.xy = (r0.zwzz + h0).xy;
  626. h0 = texture(tex0, h0.xy);
  627. ocol = h0;
  628. }
  629.  
  630. [W : RSXThread]: FP not found in buffer!
  631. [! : RSXThread]: Add program (2):
  632. [! : RSXThread]: *** prog id = 5
  633. [! : RSXThread]: *** vp id = 2
  634. [! : RSXThread]: *** fp id = 1
  635. [! : RSXThread]: *** vp data size = 80
  636. [! : RSXThread]: *** fp data size = 1184
  637. [! : RSXThread]: *** vp shader =
  638. #version 330
  639.  
  640. uniform mat4 scaleOffsetMat = mat4(1.0);
  641. layout (location = 8) in vec4 in_tc0;
  642. layout (location = 0) in vec4 in_pos;
  643. out vec4 tc0;
  644. uniform vec4 vc259;
  645. uniform vec4 vc258;
  646. uniform vec4 vc257;
  647. uniform vec4 vc256;
  648.  
  649. void func0();
  650.  
  651. void main()
  652. {
  653. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  654. func0();
  655. gl_Position = gl_Position * scaleOffsetMat;
  656. }
  657.  
  658. void func0()
  659. {
  660. tc0.xy = in_tc0.xyxx.xy;
  661. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  662. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  663. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  664. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  665. }
  666.  
  667. [! : RSXThread]: *** fp shader =
  668. #version 330
  669.  
  670. in vec4 tc0;
  671. layout (location = 1) out vec4 r2;
  672. layout (location = 2) out vec4 r3;
  673. out vec4 h2;
  674. layout (location = 0) out vec4 ocol;
  675. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  676. uniform vec4 fc80 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  677. uniform vec4 fc128 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  678. uniform vec4 fc160 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  679. uniform vec4 fc208 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  680. uniform vec4 fc240 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  681. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  682. uniform vec4 fc320 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  683. uniform vec4 fc368 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  684. uniform vec4 fc416 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  685. uniform vec4 fc464 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  686. uniform vec4 fc496 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  687. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  688. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  689. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  690. uniform vec4 fc672 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  691. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  692. uniform vec4 fc752 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  693. uniform vec4 fc800 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  694. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  695. uniform vec4 fc880 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  696. uniform vec4 fc928 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  697. uniform vec4 fc976 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  698. uniform vec4 fc1024 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  699. uniform vec4 fc1056 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  700. uniform vec4 fc1104 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  701. uniform vec4 fc1136 = vec4(1.500000, 0.000000, 0.000000, 0.000000);
  702. uniform vec4 fc1168 = vec4(0.000000, 1.000000, 0.000000, 0.000000);
  703. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  704. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  705. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  706. vec4 h6 = vec4(0.0, 0.0, 0.0, 0.0);
  707. uniform sampler2D tex0;
  708.  
  709. void main()
  710. {
  711. r2.xy = tc0.xy;
  712. r0.xy = clamp((r2 + fc32.xyxx), 0.0, 1.0).xy;
  713. r1.zw = clamp((r2.xxxy + fc80.xxxy), 0.0, 1.0).zw;
  714. h0.xyz = texture(tex0, r0.xy).xyz;
  715. r0.xyz = (h0 * fc128.xxxx).xyz;
  716. r3.zw = clamp((r2.xxxy + fc160.xxxy), 0.0, 1.0).zw;
  717. h6.xyz = texture(tex0, r1.zwzz.xy).xyz;
  718. r0.xyz = (h6 * fc208.xxxx + r0).xyz;
  719. r2.zw = clamp((r2.xxxy + fc240.xxxy), 0.0, 1.0).zw;
  720. r1.xy = clamp((r2 + fc272.xyxx), 0.0, 1.0).xy;
  721. r1.zw = clamp((r2.xxxy + fc320.xxxy), 0.0, 1.0).zw;
  722. h2.xyz = texture(tex0, r1.xy).xyz;
  723. r0.xyz = (h2 * fc368.xxxx + r0).xyz;
  724. h6.xyz = texture(tex0, r1.zwzz.xy).xyz;
  725. r0.xyz = (h6 * fc416.xxxx + r0).xyz;
  726. h2.xyz = texture(tex0, r3.zwzz.xy).xyz;
  727. r0.xyz = (h2 * fc464.xxxx + r0).xyz;
  728. r3.zw = clamp((r2.xxxy + fc496.xxxy), 0.0, 1.0).zw;
  729. h6.xyz = texture(tex0, r2.zwzz.xy).xyz;
  730. r1.xy = clamp((r2 + fc544.xyxx), 0.0, 1.0).xy;
  731. r1.zw = clamp((r2.xxxy + fc592.xxxy), 0.0, 1.0).zw;
  732. h2.xyz = texture(tex0, r1.xy).xyz;
  733. r0.xyz = (h2 * fc640.xxxx + r0).xyz;
  734. r0.xyz = (h6 * fc672.xxxx + r0).xyz;
  735. r1.xy = clamp((r2 + fc704.xyxx), 0.0, 1.0).xy;
  736. h2.xyz = texture(tex0, r1.xy).xyz;
  737. r0.xyz = (h2 * fc752.xxxx + r0).xyz;
  738. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  739. r2.zw = clamp((r2.xxxy + fc800.xxxy), 0.0, 1.0).zw;
  740. r1.zw = clamp((r2.xxxy + fc832.xxxy), 0.0, 1.0).zw;
  741. r1.xy = r1.xy;
  742. r0.xyz = (h2 * fc880.xxxx + r0).xyz;
  743. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  744. r0.xyz = (h2 * fc928.xxxx + r0).xyz;
  745. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  746. r0.xyz = (h2 * fc976.xxxx + r0).xyz;
  747. h2.xyz = texture(tex0, r3.zwzz.xy).xyz;
  748. r1.zw = clamp((r2.xxxy + fc1024.xxxy), 0.0, 1.0).zw;
  749. r0.xyz = (h2 * fc1056.xxxx + r0).xyz;
  750. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  751. r0.xyz = (h2 * fc1104.xxxx + r0).xyz;
  752. h0.xyz = (r0 * fc1136.xxxx).xyz;
  753. h0.w = fc1168.yyyy.w;
  754. ocol = h0;
  755. }
  756.  
  757. [! : RSXThread]: Add program (3):
  758. [! : RSXThread]: *** prog id = 6
  759. [! : RSXThread]: *** vp id = 2
  760. [! : RSXThread]: *** fp id = 1
  761. [! : RSXThread]: *** vp data size = 80
  762. [! : RSXThread]: *** fp data size = 1184
  763. [! : RSXThread]: *** vp shader =
  764. #version 330
  765.  
  766. uniform mat4 scaleOffsetMat = mat4(1.0);
  767. layout (location = 8) in vec4 in_tc0;
  768. layout (location = 0) in vec4 in_pos;
  769. out vec4 tc0;
  770. uniform vec4 vc259;
  771. uniform vec4 vc258;
  772. uniform vec4 vc257;
  773. uniform vec4 vc256;
  774.  
  775. void func0();
  776.  
  777. void main()
  778. {
  779. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  780. func0();
  781. gl_Position = gl_Position * scaleOffsetMat;
  782. }
  783.  
  784. void func0()
  785. {
  786. tc0.xy = in_tc0.xyxx.xy;
  787. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  788. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  789. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  790. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  791. }
  792.  
  793. [! : RSXThread]: *** fp shader =
  794. #version 330
  795.  
  796. in vec4 tc0;
  797. layout (location = 1) out vec4 r2;
  798. layout (location = 2) out vec4 r3;
  799. out vec4 h2;
  800. layout (location = 0) out vec4 ocol;
  801. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  802. uniform vec4 fc80 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  803. uniform vec4 fc128 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  804. uniform vec4 fc160 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  805. uniform vec4 fc208 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  806. uniform vec4 fc240 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  807. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  808. uniform vec4 fc320 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  809. uniform vec4 fc368 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  810. uniform vec4 fc416 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  811. uniform vec4 fc464 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  812. uniform vec4 fc496 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  813. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  814. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  815. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  816. uniform vec4 fc672 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  817. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  818. uniform vec4 fc752 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  819. uniform vec4 fc800 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  820. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  821. uniform vec4 fc880 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  822. uniform vec4 fc928 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  823. uniform vec4 fc976 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  824. uniform vec4 fc1024 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  825. uniform vec4 fc1056 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  826. uniform vec4 fc1104 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  827. uniform vec4 fc1136 = vec4(1.500000, 0.000000, 0.000000, 0.000000);
  828. uniform vec4 fc1168 = vec4(0.000000, 1.000000, 0.000000, 0.000000);
  829. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  830. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  831. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  832. vec4 h6 = vec4(0.0, 0.0, 0.0, 0.0);
  833. uniform sampler2D tex0;
  834.  
  835. void main()
  836. {
  837. r2.xy = tc0.xy;
  838. r0.xy = clamp((r2 + fc32.xyxx), 0.0, 1.0).xy;
  839. r1.zw = clamp((r2.xxxy + fc80.xxxy), 0.0, 1.0).zw;
  840. h0.xyz = texture(tex0, r0.xy).xyz;
  841. r0.xyz = (h0 * fc128.xxxx).xyz;
  842. r3.zw = clamp((r2.xxxy + fc160.xxxy), 0.0, 1.0).zw;
  843. h6.xyz = texture(tex0, r1.zwzz.xy).xyz;
  844. r0.xyz = (h6 * fc208.xxxx + r0).xyz;
  845. r2.zw = clamp((r2.xxxy + fc240.xxxy), 0.0, 1.0).zw;
  846. r1.xy = clamp((r2 + fc272.xyxx), 0.0, 1.0).xy;
  847. r1.zw = clamp((r2.xxxy + fc320.xxxy), 0.0, 1.0).zw;
  848. h2.xyz = texture(tex0, r1.xy).xyz;
  849. r0.xyz = (h2 * fc368.xxxx + r0).xyz;
  850. h6.xyz = texture(tex0, r1.zwzz.xy).xyz;
  851. r0.xyz = (h6 * fc416.xxxx + r0).xyz;
  852. h2.xyz = texture(tex0, r3.zwzz.xy).xyz;
  853. r0.xyz = (h2 * fc464.xxxx + r0).xyz;
  854. r3.zw = clamp((r2.xxxy + fc496.xxxy), 0.0, 1.0).zw;
  855. h6.xyz = texture(tex0, r2.zwzz.xy).xyz;
  856. r1.xy = clamp((r2 + fc544.xyxx), 0.0, 1.0).xy;
  857. r1.zw = clamp((r2.xxxy + fc592.xxxy), 0.0, 1.0).zw;
  858. h2.xyz = texture(tex0, r1.xy).xyz;
  859. r0.xyz = (h2 * fc640.xxxx + r0).xyz;
  860. r0.xyz = (h6 * fc672.xxxx + r0).xyz;
  861. r1.xy = clamp((r2 + fc704.xyxx), 0.0, 1.0).xy;
  862. h2.xyz = texture(tex0, r1.xy).xyz;
  863. r0.xyz = (h2 * fc752.xxxx + r0).xyz;
  864. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  865. r2.zw = clamp((r2.xxxy + fc800.xxxy), 0.0, 1.0).zw;
  866. r1.zw = clamp((r2.xxxy + fc832.xxxy), 0.0, 1.0).zw;
  867. r1.xy = r1.xy;
  868. r0.xyz = (h2 * fc880.xxxx + r0).xyz;
  869. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  870. r0.xyz = (h2 * fc928.xxxx + r0).xyz;
  871. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  872. r0.xyz = (h2 * fc976.xxxx + r0).xyz;
  873. h2.xyz = texture(tex0, r3.zwzz.xy).xyz;
  874. r1.zw = clamp((r2.xxxy + fc1024.xxxy), 0.0, 1.0).zw;
  875. r0.xyz = (h2 * fc1056.xxxx + r0).xyz;
  876. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  877. r0.xyz = (h2 * fc1104.xxxx + r0).xyz;
  878. h0.xyz = (r0 * fc1136.xxxx).xyz;
  879. h0.w = fc1168.yyyy.w;
  880. ocol = h0;
  881. }
  882.  
  883. [W : RSXThread]: FP not found in buffer!
  884. [! : RSXThread]: Add program (4):
  885. [! : RSXThread]: *** prog id = 7
  886. [! : RSXThread]: *** vp id = 2
  887. [! : RSXThread]: *** fp id = 1
  888. [! : RSXThread]: *** vp data size = 80
  889. [! : RSXThread]: *** fp data size = 80
  890. [! : RSXThread]: *** vp shader =
  891. #version 330
  892.  
  893. uniform mat4 scaleOffsetMat = mat4(1.0);
  894. layout (location = 8) in vec4 in_tc0;
  895. layout (location = 0) in vec4 in_pos;
  896. out vec4 tc0;
  897. uniform vec4 vc259;
  898. uniform vec4 vc258;
  899. uniform vec4 vc257;
  900. uniform vec4 vc256;
  901.  
  902. void func0();
  903.  
  904. void main()
  905. {
  906. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  907. func0();
  908. gl_Position = gl_Position * scaleOffsetMat;
  909. }
  910.  
  911. void func0()
  912. {
  913. tc0.xy = in_tc0.xyxx.xy;
  914. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  915. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  916. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  917. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  918. }
  919.  
  920. [! : RSXThread]: *** fp shader =
  921. #version 330
  922.  
  923. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  924. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  925. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  926. in vec4 tc0;
  927. uniform sampler2D tex0;
  928. uniform sampler2D tex1;
  929. layout (location = 0) out vec4 ocol;
  930.  
  931. void main()
  932. {
  933. h0.w = fc16.xxxx.w;
  934. h0.xyz = texture(tex0, tc0.xy).xyz;
  935. h1.xyz = texture(tex1, tc0.xy).xyz;
  936. h0.xyz = (h0 + h1).xyz;
  937. ocol = h0;
  938. }
  939.  
  940. [W : RSXThread]: FP not found in buffer!
  941. [! : RSXThread]: Add program (5):
  942. [! : RSXThread]: *** prog id = 8
  943. [! : RSXThread]: *** vp id = 2
  944. [! : RSXThread]: *** fp id = 1
  945. [! : RSXThread]: *** vp data size = 80
  946. [! : RSXThread]: *** fp data size = 1088
  947. [! : RSXThread]: *** vp shader =
  948. #version 330
  949.  
  950. uniform mat4 scaleOffsetMat = mat4(1.0);
  951. layout (location = 8) in vec4 in_tc0;
  952. layout (location = 0) in vec4 in_pos;
  953. out vec4 tc0;
  954. uniform vec4 vc259;
  955. uniform vec4 vc258;
  956. uniform vec4 vc257;
  957. uniform vec4 vc256;
  958.  
  959. void func0();
  960.  
  961. void main()
  962. {
  963. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  964. func0();
  965. gl_Position = gl_Position * scaleOffsetMat;
  966. }
  967.  
  968. void func0()
  969. {
  970. tc0.xy = in_tc0.xyxx.xy;
  971. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  972. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  973. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  974. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  975. }
  976.  
  977. [! : RSXThread]: *** fp shader =
  978. #version 330
  979.  
  980. in vec4 tc0;
  981. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  982. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  983. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  984. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  985. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  986. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  987. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  988. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  989. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  990. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  991. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  992. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  993. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  994. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  995. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  996. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  997. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  998. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  999. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1000. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1001. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1002. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1003. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1004. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1005. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1006. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1007. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1008. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1009. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1010. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  1011. uniform sampler2D tex0;
  1012. layout (location = 0) out vec4 ocol;
  1013.  
  1014. void main()
  1015. {
  1016. r0.zw = tc0.xxxy.zw;
  1017. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  1018. h0 = texture(tex0, r0.xy);
  1019. r1 = (h0 * fc80.xxxx);
  1020. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  1021. h0 = texture(tex0, r0.xy);
  1022. r1 = (h0 * fc160.xxxx + r1);
  1023. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  1024. h0 = texture(tex0, r0.xy);
  1025. r1 = (h0 * fc240.xxxx + r1);
  1026. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  1027. h0 = texture(tex0, r0.xy);
  1028. r1 = (h0 * fc320.xxxx + r1);
  1029. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  1030. h0 = texture(tex0, r0.xy);
  1031. r1 = (h0 * fc400.xxxx + r1);
  1032. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  1033. h0 = texture(tex0, r0.xy);
  1034. r1 = (h0 * fc480.xxxx + r1);
  1035. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  1036. h0 = texture(tex0, r0.xy);
  1037. r1 = (h0 * fc560.xxxx + r1);
  1038. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  1039. h0 = texture(tex0, r0.xy);
  1040. r1 = (h0 * fc640.xxxx + r1);
  1041. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  1042. h0 = texture(tex0, r0.xy);
  1043. r1 = (h0 * fc720.xxxx + r1);
  1044. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  1045. h0 = texture(tex0, r0.xy);
  1046. r1 = (h0 * fc800.xxxx + r1);
  1047. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  1048. h0 = texture(tex0, r0.xy);
  1049. r1 = (h0 * fc880.xxxx + r1);
  1050. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  1051. h0 = texture(tex0, r0.xy);
  1052. r1 = (h0 * fc960.xxxx + r1);
  1053. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  1054. h0 = texture(tex0, r0.xy);
  1055. r0 = (h0 * fc1040.xxxx + r1);
  1056. h0 = (r0 * fc1072.xxxx);
  1057. ocol = h0;
  1058. }
  1059.  
  1060. [W : RSXThread]: FP not found in buffer!
  1061. [! : RSXThread]: Add program (6):
  1062. [! : RSXThread]: *** prog id = 9
  1063. [! : RSXThread]: *** vp id = 2
  1064. [! : RSXThread]: *** fp id = 1
  1065. [! : RSXThread]: *** vp data size = 80
  1066. [! : RSXThread]: *** fp data size = 1088
  1067. [! : RSXThread]: *** vp shader =
  1068. #version 330
  1069.  
  1070. uniform mat4 scaleOffsetMat = mat4(1.0);
  1071. layout (location = 8) in vec4 in_tc0;
  1072. layout (location = 0) in vec4 in_pos;
  1073. out vec4 tc0;
  1074. uniform vec4 vc259;
  1075. uniform vec4 vc258;
  1076. uniform vec4 vc257;
  1077. uniform vec4 vc256;
  1078.  
  1079. void func0();
  1080.  
  1081. void main()
  1082. {
  1083. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1084. func0();
  1085. gl_Position = gl_Position * scaleOffsetMat;
  1086. }
  1087.  
  1088. void func0()
  1089. {
  1090. tc0.xy = in_tc0.xyxx.xy;
  1091. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1092. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1093. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1094. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1095. }
  1096.  
  1097. [! : RSXThread]: *** fp shader =
  1098. #version 330
  1099.  
  1100. in vec4 tc0;
  1101. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1102. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1103. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1104. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1105. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1106. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1107. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1108. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1109. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1110. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1111. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1112. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1113. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1114. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1115. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1116. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1117. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  1118. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1119. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1120. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1121. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1122. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1123. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1124. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1125. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1126. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1127. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1128. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1129. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1130. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  1131. uniform sampler2D tex0;
  1132. layout (location = 0) out vec4 ocol;
  1133.  
  1134. void main()
  1135. {
  1136. r0.zw = tc0.xxxy.zw;
  1137. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  1138. h0 = texture(tex0, r0.xy);
  1139. r1 = (h0 * fc80.xxxx);
  1140. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  1141. h0 = texture(tex0, r0.xy);
  1142. r1 = (h0 * fc160.xxxx + r1);
  1143. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  1144. h0 = texture(tex0, r0.xy);
  1145. r1 = (h0 * fc240.xxxx + r1);
  1146. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  1147. h0 = texture(tex0, r0.xy);
  1148. r1 = (h0 * fc320.xxxx + r1);
  1149. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  1150. h0 = texture(tex0, r0.xy);
  1151. r1 = (h0 * fc400.xxxx + r1);
  1152. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  1153. h0 = texture(tex0, r0.xy);
  1154. r1 = (h0 * fc480.xxxx + r1);
  1155. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  1156. h0 = texture(tex0, r0.xy);
  1157. r1 = (h0 * fc560.xxxx + r1);
  1158. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  1159. h0 = texture(tex0, r0.xy);
  1160. r1 = (h0 * fc640.xxxx + r1);
  1161. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  1162. h0 = texture(tex0, r0.xy);
  1163. r1 = (h0 * fc720.xxxx + r1);
  1164. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  1165. h0 = texture(tex0, r0.xy);
  1166. r1 = (h0 * fc800.xxxx + r1);
  1167. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  1168. h0 = texture(tex0, r0.xy);
  1169. r1 = (h0 * fc880.xxxx + r1);
  1170. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  1171. h0 = texture(tex0, r0.xy);
  1172. r1 = (h0 * fc960.xxxx + r1);
  1173. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  1174. h0 = texture(tex0, r0.xy);
  1175. r0 = (h0 * fc1040.xxxx + r1);
  1176. h0 = (r0 * fc1072.xxxx);
  1177. ocol = h0;
  1178. }
  1179.  
  1180. [W : RSXThread]: FP not found in buffer!
  1181. [! : RSXThread]: Add program (7):
  1182. [! : RSXThread]: *** prog id = 10
  1183. [! : RSXThread]: *** vp id = 2
  1184. [! : RSXThread]: *** fp id = 1
  1185. [! : RSXThread]: *** vp data size = 80
  1186. [! : RSXThread]: *** fp data size = 272
  1187. [! : RSXThread]: *** vp shader =
  1188. #version 330
  1189.  
  1190. uniform mat4 scaleOffsetMat = mat4(1.0);
  1191. layout (location = 8) in vec4 in_tc0;
  1192. layout (location = 0) in vec4 in_pos;
  1193. out vec4 tc0;
  1194. uniform vec4 vc259;
  1195. uniform vec4 vc258;
  1196. uniform vec4 vc257;
  1197. uniform vec4 vc256;
  1198.  
  1199. void func0();
  1200.  
  1201. void main()
  1202. {
  1203. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1204. func0();
  1205. gl_Position = gl_Position * scaleOffsetMat;
  1206. }
  1207.  
  1208. void func0()
  1209. {
  1210. tc0.xy = in_tc0.xyxx.xy;
  1211. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1212. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1213. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1214. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1215. }
  1216.  
  1217. [! : RSXThread]: *** fp shader =
  1218. #version 330
  1219.  
  1220. in vec4 tc0;
  1221. uniform sampler2D tex0;
  1222. uniform sampler2D tex1;
  1223. uniform sampler2D tex2;
  1224. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1225. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1226. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1227. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  1228. uniform vec4 fc32 = vec4(0.996094, 0.003891, 0.000015, 0.000000);
  1229. uniform vec4 fc80 = vec4(64.000000, 0.000000, 0.000000, 0.000000);
  1230. uniform vec4 fc160 = vec4(0.200000, 0.000000, 0.000000, 0.000000);
  1231. uniform vec4 fc192 = vec4(1.250000, 0.000000, 0.000000, 0.000000);
  1232. uniform vec4 fc256 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  1233. layout (location = 0) out vec4 ocol;
  1234.  
  1235. void main()
  1236. {
  1237. r0.xyz = texture(tex0, tc0.xy).xyz;
  1238. r0.x = vec2(dot(r0.xyz, fc32.xyz), 0).xxxx.x;
  1239. r0.x = log2(r0).x;
  1240. r0.w = (r0.xxxx * fc80.xxxx).w;
  1241. h0.xyz = texture(tex1, tc0.xy).xyz;
  1242. r1.x = exp2(r0.wwww).x;
  1243. h1.xyz = texture(tex2, tc0.xy).xyz;
  1244. r1.x = clamp((r1 + -fc160.xxxx), 0.0, 1.0).x;
  1245. h0.w = clamp((r1.xxxx * fc192.xxxx), 0.0, 1.0).w;
  1246. h0.xyz = (h0 + -h1).xyz;
  1247. h0.xyz = (h0.wwww * h0 + h1).xyz;
  1248. h0.w = fc256.xxxx.w;
  1249. ocol = h0;
  1250. }
  1251.  
  1252. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  1253. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  1254. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  1255. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  1256. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  1257. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  1258. [! : RSXThread]: Add program (8):
  1259. [! : RSXThread]: *** prog id = 11
  1260. [! : RSXThread]: *** vp id = 2
  1261. [! : RSXThread]: *** fp id = 1
  1262. [! : RSXThread]: *** vp data size = 80
  1263. [! : RSXThread]: *** fp data size = 272
  1264. [! : RSXThread]: *** vp shader =
  1265. #version 330
  1266.  
  1267. uniform mat4 scaleOffsetMat = mat4(1.0);
  1268. layout (location = 8) in vec4 in_tc0;
  1269. layout (location = 0) in vec4 in_pos;
  1270. out vec4 tc0;
  1271. uniform vec4 vc259;
  1272. uniform vec4 vc258;
  1273. uniform vec4 vc257;
  1274. uniform vec4 vc256;
  1275.  
  1276. void func0();
  1277.  
  1278. void main()
  1279. {
  1280. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1281. func0();
  1282. gl_Position = gl_Position * scaleOffsetMat;
  1283. }
  1284.  
  1285. void func0()
  1286. {
  1287. tc0.xy = in_tc0.xyxx.xy;
  1288. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1289. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1290. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1291. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1292. }
  1293.  
  1294. [! : RSXThread]: *** fp shader =
  1295. #version 330
  1296.  
  1297. in vec4 tc0;
  1298. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1299. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1300. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1301. vec4 rc0;
  1302. uniform sampler2D tex0;
  1303. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1304. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1305. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1306. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1307. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1308. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1309. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1310. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1311. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1312. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1313. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1314. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1315. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1316. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1317. out vec4 h2;
  1318. out vec4 h4;
  1319. layout (location = 1) out vec4 r2;
  1320. layout (location = 0) out vec4 ocol;
  1321.  
  1322. void main()
  1323. {
  1324. r0.zw = tc0.xxxy.zw;
  1325. h0.xyz = texture(tex0, tc0.xy).xyz;
  1326. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  1327. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  1328. h2.xyz = texture(tex0, r1.xy).xyz;
  1329. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  1330. h0.w = h0.zzzz.w;
  1331. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  1332. h0.xy = fc224.xyxx.xy;
  1333. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  1334. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  1335. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  1336. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  1337. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  1338. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  1339. h4.w = h0.w;
  1340. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  1341. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  1342. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  1343. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  1344. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  1345. rc0.w = vec4(greaterThan(h2, h4)).w;
  1346. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  1347. h0.w = h4.w;
  1348. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  1349. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  1350. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  1351. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  1352. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  1353. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  1354. h0.xy = (r0.zwzz + h0).xy;
  1355. h0 = texture(tex0, h0.xy);
  1356. ocol = h0;
  1357. }
  1358.  
  1359. [! : RSXThread]: Add program (9):
  1360. [! : RSXThread]: *** prog id = 12
  1361. [! : RSXThread]: *** vp id = 2
  1362. [! : RSXThread]: *** fp id = 1
  1363. [! : RSXThread]: *** vp data size = 80
  1364. [! : RSXThread]: *** fp data size = 272
  1365. [! : RSXThread]: *** vp shader =
  1366. #version 330
  1367.  
  1368. uniform mat4 scaleOffsetMat = mat4(1.0);
  1369. layout (location = 8) in vec4 in_tc0;
  1370. layout (location = 0) in vec4 in_pos;
  1371. out vec4 tc0;
  1372. uniform vec4 vc259;
  1373. uniform vec4 vc258;
  1374. uniform vec4 vc257;
  1375. uniform vec4 vc256;
  1376.  
  1377. void func0();
  1378.  
  1379. void main()
  1380. {
  1381. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1382. func0();
  1383. gl_Position = gl_Position * scaleOffsetMat;
  1384. }
  1385.  
  1386. void func0()
  1387. {
  1388. tc0.xy = in_tc0.xyxx.xy;
  1389. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1390. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1391. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1392. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1393. }
  1394.  
  1395. [! : RSXThread]: *** fp shader =
  1396. #version 330
  1397.  
  1398. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  1399. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1400. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  1401. in vec4 tc0;
  1402. uniform sampler2D tex0;
  1403. uniform sampler2D tex1;
  1404. layout (location = 0) out vec4 ocol;
  1405.  
  1406. void main()
  1407. {
  1408. h0.w = fc16.xxxx.w;
  1409. h0.xyz = texture(tex0, tc0.xy).xyz;
  1410. h1.xyz = texture(tex1, tc0.xy).xyz;
  1411. h0.xyz = (h0 + h1).xyz;
  1412. ocol = h0;
  1413. }
  1414.  
  1415. [! : RSXThread]: Add program (10):
  1416. [! : RSXThread]: *** prog id = 13
  1417. [! : RSXThread]: *** vp id = 2
  1418. [! : RSXThread]: *** fp id = 1
  1419. [! : RSXThread]: *** vp data size = 80
  1420. [! : RSXThread]: *** fp data size = 272
  1421. [! : RSXThread]: *** vp shader =
  1422. #version 330
  1423.  
  1424. uniform mat4 scaleOffsetMat = mat4(1.0);
  1425. layout (location = 8) in vec4 in_tc0;
  1426. layout (location = 0) in vec4 in_pos;
  1427. out vec4 tc0;
  1428. uniform vec4 vc259;
  1429. uniform vec4 vc258;
  1430. uniform vec4 vc257;
  1431. uniform vec4 vc256;
  1432.  
  1433. void func0();
  1434.  
  1435. void main()
  1436. {
  1437. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1438. func0();
  1439. gl_Position = gl_Position * scaleOffsetMat;
  1440. }
  1441.  
  1442. void func0()
  1443. {
  1444. tc0.xy = in_tc0.xyxx.xy;
  1445. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1446. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1447. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1448. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1449. }
  1450.  
  1451. [! : RSXThread]: *** fp shader =
  1452. #version 330
  1453.  
  1454. in vec4 tc0;
  1455. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1456. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1457. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1458. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1459. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1460. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1461. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1462. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1463. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1464. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1465. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1466. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1467. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1468. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1469. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1470. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1471. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  1472. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1473. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1474. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1475. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1476. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1477. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1478. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1479. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1480. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1481. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1482. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1483. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1484. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  1485. uniform sampler2D tex0;
  1486. layout (location = 0) out vec4 ocol;
  1487.  
  1488. void main()
  1489. {
  1490. r0.zw = tc0.xxxy.zw;
  1491. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  1492. h0 = texture(tex0, r0.xy);
  1493. r1 = (h0 * fc80.xxxx);
  1494. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  1495. h0 = texture(tex0, r0.xy);
  1496. r1 = (h0 * fc160.xxxx + r1);
  1497. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  1498. h0 = texture(tex0, r0.xy);
  1499. r1 = (h0 * fc240.xxxx + r1);
  1500. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  1501. h0 = texture(tex0, r0.xy);
  1502. r1 = (h0 * fc320.xxxx + r1);
  1503. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  1504. h0 = texture(tex0, r0.xy);
  1505. r1 = (h0 * fc400.xxxx + r1);
  1506. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  1507. h0 = texture(tex0, r0.xy);
  1508. r1 = (h0 * fc480.xxxx + r1);
  1509. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  1510. h0 = texture(tex0, r0.xy);
  1511. r1 = (h0 * fc560.xxxx + r1);
  1512. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  1513. h0 = texture(tex0, r0.xy);
  1514. r1 = (h0 * fc640.xxxx + r1);
  1515. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  1516. h0 = texture(tex0, r0.xy);
  1517. r1 = (h0 * fc720.xxxx + r1);
  1518. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  1519. h0 = texture(tex0, r0.xy);
  1520. r1 = (h0 * fc800.xxxx + r1);
  1521. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  1522. h0 = texture(tex0, r0.xy);
  1523. r1 = (h0 * fc880.xxxx + r1);
  1524. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  1525. h0 = texture(tex0, r0.xy);
  1526. r1 = (h0 * fc960.xxxx + r1);
  1527. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  1528. h0 = texture(tex0, r0.xy);
  1529. r0 = (h0 * fc1040.xxxx + r1);
  1530. h0 = (r0 * fc1072.xxxx);
  1531. ocol = h0;
  1532. }
  1533.  
  1534. [! : RSXThread]: Add program (11):
  1535. [! : RSXThread]: *** prog id = 14
  1536. [! : RSXThread]: *** vp id = 2
  1537. [! : RSXThread]: *** fp id = 1
  1538. [! : RSXThread]: *** vp data size = 80
  1539. [! : RSXThread]: *** fp data size = 272
  1540. [! : RSXThread]: *** vp shader =
  1541. #version 330
  1542.  
  1543. uniform mat4 scaleOffsetMat = mat4(1.0);
  1544. layout (location = 8) in vec4 in_tc0;
  1545. layout (location = 0) in vec4 in_pos;
  1546. out vec4 tc0;
  1547. uniform vec4 vc259;
  1548. uniform vec4 vc258;
  1549. uniform vec4 vc257;
  1550. uniform vec4 vc256;
  1551.  
  1552. void func0();
  1553.  
  1554. void main()
  1555. {
  1556. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1557. func0();
  1558. gl_Position = gl_Position * scaleOffsetMat;
  1559. }
  1560.  
  1561. void func0()
  1562. {
  1563. tc0.xy = in_tc0.xyxx.xy;
  1564. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1565. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1566. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1567. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1568. }
  1569.  
  1570. [! : RSXThread]: *** fp shader =
  1571. #version 330
  1572.  
  1573. in vec4 tc0;
  1574. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1575. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1576. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1577. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1578. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1579. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1580. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1581. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1582. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1583. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1584. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1585. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1586. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1587. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1588. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1589. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1590. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  1591. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1592. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1593. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1594. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1595. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1596. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1597. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1598. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1599. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1600. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1601. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1602. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1603. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  1604. uniform sampler2D tex0;
  1605. layout (location = 0) out vec4 ocol;
  1606.  
  1607. void main()
  1608. {
  1609. r0.zw = tc0.xxxy.zw;
  1610. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  1611. h0 = texture(tex0, r0.xy);
  1612. r1 = (h0 * fc80.xxxx);
  1613. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  1614. h0 = texture(tex0, r0.xy);
  1615. r1 = (h0 * fc160.xxxx + r1);
  1616. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  1617. h0 = texture(tex0, r0.xy);
  1618. r1 = (h0 * fc240.xxxx + r1);
  1619. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  1620. h0 = texture(tex0, r0.xy);
  1621. r1 = (h0 * fc320.xxxx + r1);
  1622. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  1623. h0 = texture(tex0, r0.xy);
  1624. r1 = (h0 * fc400.xxxx + r1);
  1625. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  1626. h0 = texture(tex0, r0.xy);
  1627. r1 = (h0 * fc480.xxxx + r1);
  1628. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  1629. h0 = texture(tex0, r0.xy);
  1630. r1 = (h0 * fc560.xxxx + r1);
  1631. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  1632. h0 = texture(tex0, r0.xy);
  1633. r1 = (h0 * fc640.xxxx + r1);
  1634. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  1635. h0 = texture(tex0, r0.xy);
  1636. r1 = (h0 * fc720.xxxx + r1);
  1637. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  1638. h0 = texture(tex0, r0.xy);
  1639. r1 = (h0 * fc800.xxxx + r1);
  1640. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  1641. h0 = texture(tex0, r0.xy);
  1642. r1 = (h0 * fc880.xxxx + r1);
  1643. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  1644. h0 = texture(tex0, r0.xy);
  1645. r1 = (h0 * fc960.xxxx + r1);
  1646. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  1647. h0 = texture(tex0, r0.xy);
  1648. r0 = (h0 * fc1040.xxxx + r1);
  1649. h0 = (r0 * fc1072.xxxx);
  1650. ocol = h0;
  1651. }
  1652.  
  1653. [! : RSXThread]: Add program (12):
  1654. [! : RSXThread]: *** prog id = 15
  1655. [! : RSXThread]: *** vp id = 2
  1656. [! : RSXThread]: *** fp id = 1
  1657. [! : RSXThread]: *** vp data size = 80
  1658. [! : RSXThread]: *** fp data size = 272
  1659. [! : RSXThread]: *** vp shader =
  1660. #version 330
  1661.  
  1662. uniform mat4 scaleOffsetMat = mat4(1.0);
  1663. layout (location = 8) in vec4 in_tc0;
  1664. layout (location = 0) in vec4 in_pos;
  1665. out vec4 tc0;
  1666. uniform vec4 vc259;
  1667. uniform vec4 vc258;
  1668. uniform vec4 vc257;
  1669. uniform vec4 vc256;
  1670.  
  1671. void func0();
  1672.  
  1673. void main()
  1674. {
  1675. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1676. func0();
  1677. gl_Position = gl_Position * scaleOffsetMat;
  1678. }
  1679.  
  1680. void func0()
  1681. {
  1682. tc0.xy = in_tc0.xyxx.xy;
  1683. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1684. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1685. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1686. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1687. }
  1688.  
  1689. [! : RSXThread]: *** fp shader =
  1690. #version 330
  1691.  
  1692. in vec4 tc0;
  1693. uniform sampler2D tex0;
  1694. uniform sampler2D tex1;
  1695. uniform sampler2D tex2;
  1696. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1697. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1698. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1699. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  1700. uniform vec4 fc32 = vec4(0.996094, 0.003891, 0.000015, 0.000000);
  1701. uniform vec4 fc80 = vec4(64.000000, 0.000000, 0.000000, 0.000000);
  1702. uniform vec4 fc160 = vec4(0.200000, 0.000000, 0.000000, 0.000000);
  1703. uniform vec4 fc192 = vec4(1.250000, 0.000000, 0.000000, 0.000000);
  1704. uniform vec4 fc256 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  1705. layout (location = 0) out vec4 ocol;
  1706.  
  1707. void main()
  1708. {
  1709. r0.xyz = texture(tex0, tc0.xy).xyz;
  1710. r0.x = vec2(dot(r0.xyz, fc32.xyz), 0).xxxx.x;
  1711. r0.x = log2(r0).x;
  1712. r0.w = (r0.xxxx * fc80.xxxx).w;
  1713. h0.xyz = texture(tex1, tc0.xy).xyz;
  1714. r1.x = exp2(r0.wwww).x;
  1715. h1.xyz = texture(tex2, tc0.xy).xyz;
  1716. r1.x = clamp((r1 + -fc160.xxxx), 0.0, 1.0).x;
  1717. h0.w = clamp((r1.xxxx * fc192.xxxx), 0.0, 1.0).w;
  1718. h0.xyz = (h0 + -h1).xyz;
  1719. h0.xyz = (h0.wwww * h0 + h1).xyz;
  1720. h0.w = fc256.xxxx.w;
  1721. ocol = h0;
  1722. }
  1723.  
  1724. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  1725. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  1726. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  1727. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  1728. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  1729. [E : PPU[17] Thread (FileIOThread)[0x0035f04c]]: sys_fs error: "/dev_hdd0/game/NPEB00173/USRDIR/font/font_ir_en.pac" not found! flags: 0x00000000
  1730. [W : PPU[17] Thread (FileIOThread)[0x0035f04c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB00173/USRDIR/font/font_ir.pac"): fd = 92
  1731. [W : PPU[17] Thread (FileIOThread)[0x0035f01c]]: sys_fs warning: cellFsClose(fd=92)
  1732. [E : PPU[17] Thread (FileIOThread)[0x0035f04c]]: sys_fs error: "/dev_hdd0/game/NPEB00173/USRDIR/menu/menu_boot_en.pac" not found! flags: 0x00000000
  1733. [! : RSXThread]: Add program (13):
  1734. [! : RSXThread]: *** prog id = 16
  1735. [! : RSXThread]: *** vp id = 2
  1736. [! : RSXThread]: *** fp id = 1
  1737. [! : RSXThread]: *** vp data size = 80
  1738. [! : RSXThread]: *** fp data size = 272
  1739. [! : RSXThread]: *** vp shader =
  1740. #version 330
  1741.  
  1742. uniform mat4 scaleOffsetMat = mat4(1.0);
  1743. layout (location = 8) in vec4 in_tc0;
  1744. layout (location = 0) in vec4 in_pos;
  1745. out vec4 tc0;
  1746. uniform vec4 vc259;
  1747. uniform vec4 vc258;
  1748. uniform vec4 vc257;
  1749. uniform vec4 vc256;
  1750.  
  1751. void func0();
  1752.  
  1753. void main()
  1754. {
  1755. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1756. func0();
  1757. gl_Position = gl_Position * scaleOffsetMat;
  1758. }
  1759.  
  1760. void func0()
  1761. {
  1762. tc0.xy = in_tc0.xyxx.xy;
  1763. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1764. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1765. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1766. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1767. }
  1768.  
  1769. [! : RSXThread]: *** fp shader =
  1770. #version 330
  1771.  
  1772. in vec4 tc0;
  1773. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1774. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1775. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1776. vec4 rc0;
  1777. uniform sampler2D tex0;
  1778. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1779. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1780. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1781. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1782. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1783. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1784. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1785. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1786. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1787. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1788. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1789. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1790. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  1791. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1792. out vec4 h2;
  1793. out vec4 h4;
  1794. layout (location = 1) out vec4 r2;
  1795. layout (location = 0) out vec4 ocol;
  1796.  
  1797. void main()
  1798. {
  1799. r0.zw = tc0.xxxy.zw;
  1800. h0.xyz = texture(tex0, tc0.xy).xyz;
  1801. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  1802. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  1803. h2.xyz = texture(tex0, r1.xy).xyz;
  1804. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  1805. h0.w = h0.zzzz.w;
  1806. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  1807. h0.xy = fc224.xyxx.xy;
  1808. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  1809. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  1810. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  1811. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  1812. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  1813. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  1814. h4.w = h0.w;
  1815. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  1816. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  1817. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  1818. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  1819. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  1820. rc0.w = vec4(greaterThan(h2, h4)).w;
  1821. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  1822. h0.w = h4.w;
  1823. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  1824. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  1825. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  1826. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  1827. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  1828. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  1829. h0.xy = (r0.zwzz + h0).xy;
  1830. h0 = texture(tex0, h0.xy);
  1831. ocol = h0;
  1832. }
  1833.  
  1834. [W : PPU[17] Thread (FileIOThread)[0x0035f04c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB00173/USRDIR/menu/menu_boot.pac"): fd = 93
  1835. [W : PPU[17] Thread (FileIOThread)[0x0035f01c]]: sys_fs warning: cellFsClose(fd=93)
  1836. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  1837. [! : RSXThread]: Add program (14):
  1838. [! : RSXThread]: *** prog id = 17
  1839. [! : RSXThread]: *** vp id = 2
  1840. [! : RSXThread]: *** fp id = 1
  1841. [! : RSXThread]: *** vp data size = 80
  1842. [! : RSXThread]: *** fp data size = 272
  1843. [! : RSXThread]: *** vp shader =
  1844. #version 330
  1845.  
  1846. uniform mat4 scaleOffsetMat = mat4(1.0);
  1847. layout (location = 8) in vec4 in_tc0;
  1848. layout (location = 0) in vec4 in_pos;
  1849. out vec4 tc0;
  1850. uniform vec4 vc259;
  1851. uniform vec4 vc258;
  1852. uniform vec4 vc257;
  1853. uniform vec4 vc256;
  1854.  
  1855. void func0();
  1856.  
  1857. void main()
  1858. {
  1859. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1860. func0();
  1861. gl_Position = gl_Position * scaleOffsetMat;
  1862. }
  1863.  
  1864. void func0()
  1865. {
  1866. tc0.xy = in_tc0.xyxx.xy;
  1867. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1868. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1869. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1870. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1871. }
  1872.  
  1873. [! : RSXThread]: *** fp shader =
  1874. #version 330
  1875.  
  1876. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  1877. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1878. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  1879. in vec4 tc0;
  1880. uniform sampler2D tex0;
  1881. uniform sampler2D tex1;
  1882. layout (location = 0) out vec4 ocol;
  1883.  
  1884. void main()
  1885. {
  1886. h0.w = fc16.xxxx.w;
  1887. h0.xyz = texture(tex0, tc0.xy).xyz;
  1888. h1.xyz = texture(tex1, tc0.xy).xyz;
  1889. h0.xyz = (h0 + h1).xyz;
  1890. ocol = h0;
  1891. }
  1892.  
  1893. [! : RSXThread]: Add program (15):
  1894. [! : RSXThread]: *** prog id = 18
  1895. [! : RSXThread]: *** vp id = 2
  1896. [! : RSXThread]: *** fp id = 1
  1897. [! : RSXThread]: *** vp data size = 80
  1898. [! : RSXThread]: *** fp data size = 272
  1899. [! : RSXThread]: *** vp shader =
  1900. #version 330
  1901.  
  1902. uniform mat4 scaleOffsetMat = mat4(1.0);
  1903. layout (location = 8) in vec4 in_tc0;
  1904. layout (location = 0) in vec4 in_pos;
  1905. out vec4 tc0;
  1906. uniform vec4 vc259;
  1907. uniform vec4 vc258;
  1908. uniform vec4 vc257;
  1909. uniform vec4 vc256;
  1910.  
  1911. void func0();
  1912.  
  1913. void main()
  1914. {
  1915. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  1916. func0();
  1917. gl_Position = gl_Position * scaleOffsetMat;
  1918. }
  1919.  
  1920. void func0()
  1921. {
  1922. tc0.xy = in_tc0.xyxx.xy;
  1923. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  1924. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  1925. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  1926. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  1927. }
  1928.  
  1929. [! : RSXThread]: *** fp shader =
  1930. #version 330
  1931.  
  1932. in vec4 tc0;
  1933. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  1934. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  1935. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  1936. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1937. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1938. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1939. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1940. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1941. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1942. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1943. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1944. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1945. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1946. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1947. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1948. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1949. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  1950. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1951. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  1952. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1953. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  1954. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1955. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  1956. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1957. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  1958. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1959. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  1960. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  1961. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  1962. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  1963. uniform sampler2D tex0;
  1964. layout (location = 0) out vec4 ocol;
  1965.  
  1966. void main()
  1967. {
  1968. r0.zw = tc0.xxxy.zw;
  1969. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  1970. h0 = texture(tex0, r0.xy);
  1971. r1 = (h0 * fc80.xxxx);
  1972. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  1973. h0 = texture(tex0, r0.xy);
  1974. r1 = (h0 * fc160.xxxx + r1);
  1975. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  1976. h0 = texture(tex0, r0.xy);
  1977. r1 = (h0 * fc240.xxxx + r1);
  1978. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  1979. h0 = texture(tex0, r0.xy);
  1980. r1 = (h0 * fc320.xxxx + r1);
  1981. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  1982. h0 = texture(tex0, r0.xy);
  1983. r1 = (h0 * fc400.xxxx + r1);
  1984. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  1985. h0 = texture(tex0, r0.xy);
  1986. r1 = (h0 * fc480.xxxx + r1);
  1987. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  1988. h0 = texture(tex0, r0.xy);
  1989. r1 = (h0 * fc560.xxxx + r1);
  1990. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  1991. h0 = texture(tex0, r0.xy);
  1992. r1 = (h0 * fc640.xxxx + r1);
  1993. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  1994. h0 = texture(tex0, r0.xy);
  1995. r1 = (h0 * fc720.xxxx + r1);
  1996. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  1997. h0 = texture(tex0, r0.xy);
  1998. r1 = (h0 * fc800.xxxx + r1);
  1999. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  2000. h0 = texture(tex0, r0.xy);
  2001. r1 = (h0 * fc880.xxxx + r1);
  2002. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  2003. h0 = texture(tex0, r0.xy);
  2004. r1 = (h0 * fc960.xxxx + r1);
  2005. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  2006. h0 = texture(tex0, r0.xy);
  2007. r0 = (h0 * fc1040.xxxx + r1);
  2008. h0 = (r0 * fc1072.xxxx);
  2009. ocol = h0;
  2010. }
  2011.  
  2012. [! : RSXThread]: Add program (16):
  2013. [! : RSXThread]: *** prog id = 19
  2014. [! : RSXThread]: *** vp id = 2
  2015. [! : RSXThread]: *** fp id = 1
  2016. [! : RSXThread]: *** vp data size = 80
  2017. [! : RSXThread]: *** fp data size = 272
  2018. [! : RSXThread]: *** vp shader =
  2019. #version 330
  2020.  
  2021. uniform mat4 scaleOffsetMat = mat4(1.0);
  2022. layout (location = 8) in vec4 in_tc0;
  2023. layout (location = 0) in vec4 in_pos;
  2024. out vec4 tc0;
  2025. uniform vec4 vc259;
  2026. uniform vec4 vc258;
  2027. uniform vec4 vc257;
  2028. uniform vec4 vc256;
  2029.  
  2030. void func0();
  2031.  
  2032. void main()
  2033. {
  2034. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2035. func0();
  2036. gl_Position = gl_Position * scaleOffsetMat;
  2037. }
  2038.  
  2039. void func0()
  2040. {
  2041. tc0.xy = in_tc0.xyxx.xy;
  2042. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2043. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2044. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2045. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2046. }
  2047.  
  2048. [! : RSXThread]: *** fp shader =
  2049. #version 330
  2050.  
  2051. in vec4 tc0;
  2052. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2053. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2054. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2055. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2056. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2057. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2058. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2059. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2060. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2061. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2062. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2063. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2064. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2065. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2066. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2067. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2068. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  2069. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2070. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2071. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2072. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2073. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2074. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2075. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2076. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2077. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2078. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2079. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2080. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2081. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  2082. uniform sampler2D tex0;
  2083. layout (location = 0) out vec4 ocol;
  2084.  
  2085. void main()
  2086. {
  2087. r0.zw = tc0.xxxy.zw;
  2088. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  2089. h0 = texture(tex0, r0.xy);
  2090. r1 = (h0 * fc80.xxxx);
  2091. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  2092. h0 = texture(tex0, r0.xy);
  2093. r1 = (h0 * fc160.xxxx + r1);
  2094. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  2095. h0 = texture(tex0, r0.xy);
  2096. r1 = (h0 * fc240.xxxx + r1);
  2097. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  2098. h0 = texture(tex0, r0.xy);
  2099. r1 = (h0 * fc320.xxxx + r1);
  2100. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  2101. h0 = texture(tex0, r0.xy);
  2102. r1 = (h0 * fc400.xxxx + r1);
  2103. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  2104. h0 = texture(tex0, r0.xy);
  2105. r1 = (h0 * fc480.xxxx + r1);
  2106. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  2107. h0 = texture(tex0, r0.xy);
  2108. r1 = (h0 * fc560.xxxx + r1);
  2109. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  2110. h0 = texture(tex0, r0.xy);
  2111. r1 = (h0 * fc640.xxxx + r1);
  2112. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  2113. h0 = texture(tex0, r0.xy);
  2114. r1 = (h0 * fc720.xxxx + r1);
  2115. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  2116. h0 = texture(tex0, r0.xy);
  2117. r1 = (h0 * fc800.xxxx + r1);
  2118. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  2119. h0 = texture(tex0, r0.xy);
  2120. r1 = (h0 * fc880.xxxx + r1);
  2121. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  2122. h0 = texture(tex0, r0.xy);
  2123. r1 = (h0 * fc960.xxxx + r1);
  2124. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  2125. h0 = texture(tex0, r0.xy);
  2126. r0 = (h0 * fc1040.xxxx + r1);
  2127. h0 = (r0 * fc1072.xxxx);
  2128. ocol = h0;
  2129. }
  2130.  
  2131. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  2132. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  2133. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  2134. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  2135. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  2136. [! : RSXThread]: Add program (17):
  2137. [! : RSXThread]: *** prog id = 20
  2138. [! : RSXThread]: *** vp id = 2
  2139. [! : RSXThread]: *** fp id = 1
  2140. [! : RSXThread]: *** vp data size = 80
  2141. [! : RSXThread]: *** fp data size = 272
  2142. [! : RSXThread]: *** vp shader =
  2143. #version 330
  2144.  
  2145. uniform mat4 scaleOffsetMat = mat4(1.0);
  2146. layout (location = 8) in vec4 in_tc0;
  2147. layout (location = 0) in vec4 in_pos;
  2148. out vec4 tc0;
  2149. uniform vec4 vc259;
  2150. uniform vec4 vc258;
  2151. uniform vec4 vc257;
  2152. uniform vec4 vc256;
  2153.  
  2154. void func0();
  2155.  
  2156. void main()
  2157. {
  2158. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2159. func0();
  2160. gl_Position = gl_Position * scaleOffsetMat;
  2161. }
  2162.  
  2163. void func0()
  2164. {
  2165. tc0.xy = in_tc0.xyxx.xy;
  2166. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2167. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2168. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2169. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2170. }
  2171.  
  2172. [! : RSXThread]: *** fp shader =
  2173. #version 330
  2174.  
  2175. in vec4 tc0;
  2176. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2177. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2178. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2179. vec4 rc0;
  2180. uniform sampler2D tex0;
  2181. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2182. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2183. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2184. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2185. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2186. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2187. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2188. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2189. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2190. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2191. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2192. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2193. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2194. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2195. out vec4 h2;
  2196. out vec4 h4;
  2197. layout (location = 1) out vec4 r2;
  2198. layout (location = 0) out vec4 ocol;
  2199.  
  2200. void main()
  2201. {
  2202. r0.zw = tc0.xxxy.zw;
  2203. h0.xyz = texture(tex0, tc0.xy).xyz;
  2204. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  2205. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  2206. h2.xyz = texture(tex0, r1.xy).xyz;
  2207. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  2208. h0.w = h0.zzzz.w;
  2209. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  2210. h0.xy = fc224.xyxx.xy;
  2211. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  2212. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  2213. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  2214. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  2215. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  2216. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  2217. h4.w = h0.w;
  2218. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  2219. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  2220. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  2221. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  2222. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  2223. rc0.w = vec4(greaterThan(h2, h4)).w;
  2224. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  2225. h0.w = h4.w;
  2226. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  2227. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  2228. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  2229. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  2230. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  2231. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  2232. h0.xy = (r0.zwzz + h0).xy;
  2233. h0 = texture(tex0, h0.xy);
  2234. ocol = h0;
  2235. }
  2236.  
  2237. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  2238. [! : RSXThread]: Add program (18):
  2239. [! : RSXThread]: *** prog id = 21
  2240. [! : RSXThread]: *** vp id = 2
  2241. [! : RSXThread]: *** fp id = 1
  2242. [! : RSXThread]: *** vp data size = 80
  2243. [! : RSXThread]: *** fp data size = 272
  2244. [! : RSXThread]: *** vp shader =
  2245. #version 330
  2246.  
  2247. uniform mat4 scaleOffsetMat = mat4(1.0);
  2248. layout (location = 8) in vec4 in_tc0;
  2249. layout (location = 0) in vec4 in_pos;
  2250. out vec4 tc0;
  2251. uniform vec4 vc259;
  2252. uniform vec4 vc258;
  2253. uniform vec4 vc257;
  2254. uniform vec4 vc256;
  2255.  
  2256. void func0();
  2257.  
  2258. void main()
  2259. {
  2260. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2261. func0();
  2262. gl_Position = gl_Position * scaleOffsetMat;
  2263. }
  2264.  
  2265. void func0()
  2266. {
  2267. tc0.xy = in_tc0.xyxx.xy;
  2268. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2269. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2270. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2271. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2272. }
  2273.  
  2274. [! : RSXThread]: *** fp shader =
  2275. #version 330
  2276.  
  2277. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  2278. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2279. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  2280. in vec4 tc0;
  2281. uniform sampler2D tex0;
  2282. uniform sampler2D tex1;
  2283. layout (location = 0) out vec4 ocol;
  2284.  
  2285. void main()
  2286. {
  2287. h0.w = fc16.xxxx.w;
  2288. h0.xyz = texture(tex0, tc0.xy).xyz;
  2289. h1.xyz = texture(tex1, tc0.xy).xyz;
  2290. h0.xyz = (h0 + h1).xyz;
  2291. ocol = h0;
  2292. }
  2293.  
  2294. [! : RSXThread]: Add program (19):
  2295. [! : RSXThread]: *** prog id = 22
  2296. [! : RSXThread]: *** vp id = 2
  2297. [! : RSXThread]: *** fp id = 1
  2298. [! : RSXThread]: *** vp data size = 80
  2299. [! : RSXThread]: *** fp data size = 272
  2300. [! : RSXThread]: *** vp shader =
  2301. #version 330
  2302.  
  2303. uniform mat4 scaleOffsetMat = mat4(1.0);
  2304. layout (location = 8) in vec4 in_tc0;
  2305. layout (location = 0) in vec4 in_pos;
  2306. out vec4 tc0;
  2307. uniform vec4 vc259;
  2308. uniform vec4 vc258;
  2309. uniform vec4 vc257;
  2310. uniform vec4 vc256;
  2311.  
  2312. void func0();
  2313.  
  2314. void main()
  2315. {
  2316. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2317. func0();
  2318. gl_Position = gl_Position * scaleOffsetMat;
  2319. }
  2320.  
  2321. void func0()
  2322. {
  2323. tc0.xy = in_tc0.xyxx.xy;
  2324. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2325. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2326. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2327. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2328. }
  2329.  
  2330. [! : RSXThread]: *** fp shader =
  2331. #version 330
  2332.  
  2333. in vec4 tc0;
  2334. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2335. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2336. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2337. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2338. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2339. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2340. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2341. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2342. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2343. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2344. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2345. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2346. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2347. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2348. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2349. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2350. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  2351. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2352. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2353. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2354. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2355. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2356. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2357. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2358. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2359. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2360. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2361. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2362. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2363. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  2364. uniform sampler2D tex0;
  2365. layout (location = 0) out vec4 ocol;
  2366.  
  2367. void main()
  2368. {
  2369. r0.zw = tc0.xxxy.zw;
  2370. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  2371. h0 = texture(tex0, r0.xy);
  2372. r1 = (h0 * fc80.xxxx);
  2373. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  2374. h0 = texture(tex0, r0.xy);
  2375. r1 = (h0 * fc160.xxxx + r1);
  2376. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  2377. h0 = texture(tex0, r0.xy);
  2378. r1 = (h0 * fc240.xxxx + r1);
  2379. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  2380. h0 = texture(tex0, r0.xy);
  2381. r1 = (h0 * fc320.xxxx + r1);
  2382. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  2383. h0 = texture(tex0, r0.xy);
  2384. r1 = (h0 * fc400.xxxx + r1);
  2385. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  2386. h0 = texture(tex0, r0.xy);
  2387. r1 = (h0 * fc480.xxxx + r1);
  2388. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  2389. h0 = texture(tex0, r0.xy);
  2390. r1 = (h0 * fc560.xxxx + r1);
  2391. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  2392. h0 = texture(tex0, r0.xy);
  2393. r1 = (h0 * fc640.xxxx + r1);
  2394. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  2395. h0 = texture(tex0, r0.xy);
  2396. r1 = (h0 * fc720.xxxx + r1);
  2397. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  2398. h0 = texture(tex0, r0.xy);
  2399. r1 = (h0 * fc800.xxxx + r1);
  2400. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  2401. h0 = texture(tex0, r0.xy);
  2402. r1 = (h0 * fc880.xxxx + r1);
  2403. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  2404. h0 = texture(tex0, r0.xy);
  2405. r1 = (h0 * fc960.xxxx + r1);
  2406. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  2407. h0 = texture(tex0, r0.xy);
  2408. r0 = (h0 * fc1040.xxxx + r1);
  2409. h0 = (r0 * fc1072.xxxx);
  2410. ocol = h0;
  2411. }
  2412.  
  2413. [! : RSXThread]: Add program (20):
  2414. [! : RSXThread]: *** prog id = 23
  2415. [! : RSXThread]: *** vp id = 2
  2416. [! : RSXThread]: *** fp id = 1
  2417. [! : RSXThread]: *** vp data size = 80
  2418. [! : RSXThread]: *** fp data size = 272
  2419. [! : RSXThread]: *** vp shader =
  2420. #version 330
  2421.  
  2422. uniform mat4 scaleOffsetMat = mat4(1.0);
  2423. layout (location = 8) in vec4 in_tc0;
  2424. layout (location = 0) in vec4 in_pos;
  2425. out vec4 tc0;
  2426. uniform vec4 vc259;
  2427. uniform vec4 vc258;
  2428. uniform vec4 vc257;
  2429. uniform vec4 vc256;
  2430.  
  2431. void func0();
  2432.  
  2433. void main()
  2434. {
  2435. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2436. func0();
  2437. gl_Position = gl_Position * scaleOffsetMat;
  2438. }
  2439.  
  2440. void func0()
  2441. {
  2442. tc0.xy = in_tc0.xyxx.xy;
  2443. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2444. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2445. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2446. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2447. }
  2448.  
  2449. [! : RSXThread]: *** fp shader =
  2450. #version 330
  2451.  
  2452. in vec4 tc0;
  2453. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2454. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2455. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2456. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2457. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2458. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2459. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2460. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2461. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2462. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2463. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2464. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2465. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2466. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2467. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2468. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2469. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  2470. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2471. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2472. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2473. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2474. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2475. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2476. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2477. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2478. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2479. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2480. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2481. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2482. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  2483. uniform sampler2D tex0;
  2484. layout (location = 0) out vec4 ocol;
  2485.  
  2486. void main()
  2487. {
  2488. r0.zw = tc0.xxxy.zw;
  2489. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  2490. h0 = texture(tex0, r0.xy);
  2491. r1 = (h0 * fc80.xxxx);
  2492. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  2493. h0 = texture(tex0, r0.xy);
  2494. r1 = (h0 * fc160.xxxx + r1);
  2495. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  2496. h0 = texture(tex0, r0.xy);
  2497. r1 = (h0 * fc240.xxxx + r1);
  2498. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  2499. h0 = texture(tex0, r0.xy);
  2500. r1 = (h0 * fc320.xxxx + r1);
  2501. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  2502. h0 = texture(tex0, r0.xy);
  2503. r1 = (h0 * fc400.xxxx + r1);
  2504. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  2505. h0 = texture(tex0, r0.xy);
  2506. r1 = (h0 * fc480.xxxx + r1);
  2507. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  2508. h0 = texture(tex0, r0.xy);
  2509. r1 = (h0 * fc560.xxxx + r1);
  2510. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  2511. h0 = texture(tex0, r0.xy);
  2512. r1 = (h0 * fc640.xxxx + r1);
  2513. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  2514. h0 = texture(tex0, r0.xy);
  2515. r1 = (h0 * fc720.xxxx + r1);
  2516. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  2517. h0 = texture(tex0, r0.xy);
  2518. r1 = (h0 * fc800.xxxx + r1);
  2519. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  2520. h0 = texture(tex0, r0.xy);
  2521. r1 = (h0 * fc880.xxxx + r1);
  2522. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  2523. h0 = texture(tex0, r0.xy);
  2524. r1 = (h0 * fc960.xxxx + r1);
  2525. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  2526. h0 = texture(tex0, r0.xy);
  2527. r0 = (h0 * fc1040.xxxx + r1);
  2528. h0 = (r0 * fc1072.xxxx);
  2529. ocol = h0;
  2530. }
  2531.  
  2532. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 94
  2533. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f251ea0): id = 95
  2534. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 96
  2535. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f251e20): id = 97
  2536. [E : PPU[1] Thread (CPUThread)[0x00563034]]: cellNetCtl error: Unimplemented function: cellNetCtlGetInfo
  2537. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 98
  2538. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f1b3200): id = 99
  2539. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [] (attribute=0x22): sq_id = 100
  2540. [W : PPU[1] Thread (CPUThread)[0x00573124]]: sys_lwcond warning: *** lwcond created [] (lwmutex_addr=0x3f1b3180): id = 101
  2541. [E : PPU[1] Thread (CPUThread)[0x00563034]]: cellNetCtl error: Unimplemented function: cellNetCtlGetInfo
  2542. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  2543. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  2544. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  2545. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  2546. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  2547. [! : RSXThread]: Add program (21):
  2548. [! : RSXThread]: *** prog id = 24
  2549. [! : RSXThread]: *** vp id = 2
  2550. [! : RSXThread]: *** fp id = 1
  2551. [! : RSXThread]: *** vp data size = 80
  2552. [! : RSXThread]: *** fp data size = 272
  2553. [! : RSXThread]: *** vp shader =
  2554. #version 330
  2555.  
  2556. uniform mat4 scaleOffsetMat = mat4(1.0);
  2557. layout (location = 8) in vec4 in_tc0;
  2558. layout (location = 0) in vec4 in_pos;
  2559. out vec4 tc0;
  2560. uniform vec4 vc259;
  2561. uniform vec4 vc258;
  2562. uniform vec4 vc257;
  2563. uniform vec4 vc256;
  2564.  
  2565. void func0();
  2566.  
  2567. void main()
  2568. {
  2569. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2570. func0();
  2571. gl_Position = gl_Position * scaleOffsetMat;
  2572. }
  2573.  
  2574. void func0()
  2575. {
  2576. tc0.xy = in_tc0.xyxx.xy;
  2577. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2578. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2579. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2580. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2581. }
  2582.  
  2583. [! : RSXThread]: *** fp shader =
  2584. #version 330
  2585.  
  2586. in vec4 tc0;
  2587. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2588. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2589. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2590. vec4 rc0;
  2591. uniform sampler2D tex0;
  2592. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2593. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2594. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2595. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2596. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2597. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2598. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2599. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2600. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2601. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2602. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2603. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2604. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  2605. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2606. out vec4 h2;
  2607. out vec4 h4;
  2608. layout (location = 1) out vec4 r2;
  2609. layout (location = 0) out vec4 ocol;
  2610.  
  2611. void main()
  2612. {
  2613. r0.zw = tc0.xxxy.zw;
  2614. h0.xyz = texture(tex0, tc0.xy).xyz;
  2615. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  2616. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  2617. h2.xyz = texture(tex0, r1.xy).xyz;
  2618. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  2619. h0.w = h0.zzzz.w;
  2620. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  2621. h0.xy = fc224.xyxx.xy;
  2622. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  2623. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  2624. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  2625. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  2626. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  2627. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  2628. h4.w = h0.w;
  2629. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  2630. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  2631. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  2632. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  2633. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  2634. rc0.w = vec4(greaterThan(h2, h4)).w;
  2635. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  2636. h0.w = h4.w;
  2637. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  2638. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  2639. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  2640. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  2641. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  2642. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  2643. h0.xy = (r0.zwzz + h0).xy;
  2644. h0 = texture(tex0, h0.xy);
  2645. ocol = h0;
  2646. }
  2647.  
  2648. [! : RSXThread]: Add program (22):
  2649. [! : RSXThread]: *** prog id = 25
  2650. [! : RSXThread]: *** vp id = 2
  2651. [! : RSXThread]: *** fp id = 1
  2652. [! : RSXThread]: *** vp data size = 80
  2653. [! : RSXThread]: *** fp data size = 272
  2654. [! : RSXThread]: *** vp shader =
  2655. #version 330
  2656.  
  2657. uniform mat4 scaleOffsetMat = mat4(1.0);
  2658. layout (location = 8) in vec4 in_tc0;
  2659. layout (location = 0) in vec4 in_pos;
  2660. out vec4 tc0;
  2661. uniform vec4 vc259;
  2662. uniform vec4 vc258;
  2663. uniform vec4 vc257;
  2664. uniform vec4 vc256;
  2665.  
  2666. void func0();
  2667.  
  2668. void main()
  2669. {
  2670. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2671. func0();
  2672. gl_Position = gl_Position * scaleOffsetMat;
  2673. }
  2674.  
  2675. void func0()
  2676. {
  2677. tc0.xy = in_tc0.xyxx.xy;
  2678. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2679. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2680. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2681. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2682. }
  2683.  
  2684. [! : RSXThread]: *** fp shader =
  2685. #version 330
  2686.  
  2687. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  2688. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2689. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  2690. in vec4 tc0;
  2691. uniform sampler2D tex0;
  2692. uniform sampler2D tex1;
  2693. layout (location = 0) out vec4 ocol;
  2694.  
  2695. void main()
  2696. {
  2697. h0.w = fc16.xxxx.w;
  2698. h0.xyz = texture(tex0, tc0.xy).xyz;
  2699. h1.xyz = texture(tex1, tc0.xy).xyz;
  2700. h0.xyz = (h0 + h1).xyz;
  2701. ocol = h0;
  2702. }
  2703.  
  2704. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  2705. [! : RSXThread]: Add program (23):
  2706. [! : RSXThread]: *** prog id = 26
  2707. [! : RSXThread]: *** vp id = 2
  2708. [! : RSXThread]: *** fp id = 1
  2709. [! : RSXThread]: *** vp data size = 80
  2710. [! : RSXThread]: *** fp data size = 272
  2711. [! : RSXThread]: *** vp shader =
  2712. #version 330
  2713.  
  2714. uniform mat4 scaleOffsetMat = mat4(1.0);
  2715. layout (location = 8) in vec4 in_tc0;
  2716. layout (location = 0) in vec4 in_pos;
  2717. out vec4 tc0;
  2718. uniform vec4 vc259;
  2719. uniform vec4 vc258;
  2720. uniform vec4 vc257;
  2721. uniform vec4 vc256;
  2722.  
  2723. void func0();
  2724.  
  2725. void main()
  2726. {
  2727. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2728. func0();
  2729. gl_Position = gl_Position * scaleOffsetMat;
  2730. }
  2731.  
  2732. void func0()
  2733. {
  2734. tc0.xy = in_tc0.xyxx.xy;
  2735. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2736. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2737. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2738. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2739. }
  2740.  
  2741. [! : RSXThread]: *** fp shader =
  2742. #version 330
  2743.  
  2744. in vec4 tc0;
  2745. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2746. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2747. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2748. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2749. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2750. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2751. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2752. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2753. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2754. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2755. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2756. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2757. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2758. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2759. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2760. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2761. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  2762. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2763. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2764. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2765. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2766. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2767. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2768. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2769. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2770. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2771. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2772. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2773. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2774. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  2775. uniform sampler2D tex0;
  2776. layout (location = 0) out vec4 ocol;
  2777.  
  2778. void main()
  2779. {
  2780. r0.zw = tc0.xxxy.zw;
  2781. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  2782. h0 = texture(tex0, r0.xy);
  2783. r1 = (h0 * fc80.xxxx);
  2784. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  2785. h0 = texture(tex0, r0.xy);
  2786. r1 = (h0 * fc160.xxxx + r1);
  2787. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  2788. h0 = texture(tex0, r0.xy);
  2789. r1 = (h0 * fc240.xxxx + r1);
  2790. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  2791. h0 = texture(tex0, r0.xy);
  2792. r1 = (h0 * fc320.xxxx + r1);
  2793. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  2794. h0 = texture(tex0, r0.xy);
  2795. r1 = (h0 * fc400.xxxx + r1);
  2796. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  2797. h0 = texture(tex0, r0.xy);
  2798. r1 = (h0 * fc480.xxxx + r1);
  2799. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  2800. h0 = texture(tex0, r0.xy);
  2801. r1 = (h0 * fc560.xxxx + r1);
  2802. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  2803. h0 = texture(tex0, r0.xy);
  2804. r1 = (h0 * fc640.xxxx + r1);
  2805. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  2806. h0 = texture(tex0, r0.xy);
  2807. r1 = (h0 * fc720.xxxx + r1);
  2808. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  2809. h0 = texture(tex0, r0.xy);
  2810. r1 = (h0 * fc800.xxxx + r1);
  2811. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  2812. h0 = texture(tex0, r0.xy);
  2813. r1 = (h0 * fc880.xxxx + r1);
  2814. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  2815. h0 = texture(tex0, r0.xy);
  2816. r1 = (h0 * fc960.xxxx + r1);
  2817. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  2818. h0 = texture(tex0, r0.xy);
  2819. r0 = (h0 * fc1040.xxxx + r1);
  2820. h0 = (r0 * fc1072.xxxx);
  2821. ocol = h0;
  2822. }
  2823.  
  2824. [! : RSXThread]: Add program (24):
  2825. [! : RSXThread]: *** prog id = 27
  2826. [! : RSXThread]: *** vp id = 2
  2827. [! : RSXThread]: *** fp id = 1
  2828. [! : RSXThread]: *** vp data size = 80
  2829. [! : RSXThread]: *** fp data size = 272
  2830. [! : RSXThread]: *** vp shader =
  2831. #version 330
  2832.  
  2833. uniform mat4 scaleOffsetMat = mat4(1.0);
  2834. layout (location = 8) in vec4 in_tc0;
  2835. layout (location = 0) in vec4 in_pos;
  2836. out vec4 tc0;
  2837. uniform vec4 vc259;
  2838. uniform vec4 vc258;
  2839. uniform vec4 vc257;
  2840. uniform vec4 vc256;
  2841.  
  2842. void func0();
  2843.  
  2844. void main()
  2845. {
  2846. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2847. func0();
  2848. gl_Position = gl_Position * scaleOffsetMat;
  2849. }
  2850.  
  2851. void func0()
  2852. {
  2853. tc0.xy = in_tc0.xyxx.xy;
  2854. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2855. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2856. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2857. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2858. }
  2859.  
  2860. [! : RSXThread]: *** fp shader =
  2861. #version 330
  2862.  
  2863. in vec4 tc0;
  2864. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2865. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2866. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2867. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2868. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2869. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2870. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2871. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2872. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2873. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2874. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2875. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2876. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2877. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2878. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2879. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2880. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  2881. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2882. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  2883. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2884. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  2885. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2886. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  2887. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2888. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  2889. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2890. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  2891. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  2892. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  2893. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  2894. uniform sampler2D tex0;
  2895. layout (location = 0) out vec4 ocol;
  2896.  
  2897. void main()
  2898. {
  2899. r0.zw = tc0.xxxy.zw;
  2900. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  2901. h0 = texture(tex0, r0.xy);
  2902. r1 = (h0 * fc80.xxxx);
  2903. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  2904. h0 = texture(tex0, r0.xy);
  2905. r1 = (h0 * fc160.xxxx + r1);
  2906. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  2907. h0 = texture(tex0, r0.xy);
  2908. r1 = (h0 * fc240.xxxx + r1);
  2909. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  2910. h0 = texture(tex0, r0.xy);
  2911. r1 = (h0 * fc320.xxxx + r1);
  2912. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  2913. h0 = texture(tex0, r0.xy);
  2914. r1 = (h0 * fc400.xxxx + r1);
  2915. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  2916. h0 = texture(tex0, r0.xy);
  2917. r1 = (h0 * fc480.xxxx + r1);
  2918. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  2919. h0 = texture(tex0, r0.xy);
  2920. r1 = (h0 * fc560.xxxx + r1);
  2921. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  2922. h0 = texture(tex0, r0.xy);
  2923. r1 = (h0 * fc640.xxxx + r1);
  2924. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  2925. h0 = texture(tex0, r0.xy);
  2926. r1 = (h0 * fc720.xxxx + r1);
  2927. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  2928. h0 = texture(tex0, r0.xy);
  2929. r1 = (h0 * fc800.xxxx + r1);
  2930. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  2931. h0 = texture(tex0, r0.xy);
  2932. r1 = (h0 * fc880.xxxx + r1);
  2933. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  2934. h0 = texture(tex0, r0.xy);
  2935. r1 = (h0 * fc960.xxxx + r1);
  2936. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  2937. h0 = texture(tex0, r0.xy);
  2938. r0 = (h0 * fc1040.xxxx + r1);
  2939. h0 = (r0 * fc1072.xxxx);
  2940. ocol = h0;
  2941. }
  2942.  
  2943. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: sys_event_flag_create(eflag_id_addr=0x3f79c9b8, attr_addr=0xd00104f0, init=0x0)
  2944. [W : PPU[1] Thread (CPUThread)[0x0011a120]]: sys_event_flag warning: *** event_flag created [TrophyU] (protocol=0x2, type=0x20000): id = 102
  2945. [W : PPU[1] Thread (CPUThread)[0x0057304c]]: sys_lwmutex warning: *** lwmutex created [noname ] (attribute=0x22): sq_id = 103
  2946. [! : PPU[1] Thread (CPUThread)[0x00573028]]: *** New PPU Thread [TrophyUnlockThread] (): id = 104
  2947. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571070]]: sceNpTrophy warning: sceNpTrophyCreateContext(context_addr=0x3f79cbdc, commID_addr=0x30fccc, commSign_addr=0x31000c, options=0x0)
  2948. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  2949. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  2950. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  2951. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  2952. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  2953. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571010]]: sceNpTrophy warning: sceNpTrophyCreateHandle(handle_addr=0x3f79cbe0)
  2954. [W : PPU[104] Thread (TrophyUnlockThread)[0x0057101c]]: sceNpTrophy warning: sceNpTrophyGetRequiredDiskSpace(context=0, handle=0, reqspace_addr=0xd0090d38, options=0x0)
  2955. [! : RSXThread]: Add program (25):
  2956. [! : RSXThread]: *** prog id = 28
  2957. [! : RSXThread]: *** vp id = 2
  2958. [! : RSXThread]: *** fp id = 1
  2959. [! : RSXThread]: *** vp data size = 80
  2960. [! : RSXThread]: *** fp data size = 272
  2961. [! : RSXThread]: *** vp shader =
  2962. #version 330
  2963.  
  2964. uniform mat4 scaleOffsetMat = mat4(1.0);
  2965. layout (location = 8) in vec4 in_tc0;
  2966. layout (location = 0) in vec4 in_pos;
  2967. out vec4 tc0;
  2968. uniform vec4 vc259;
  2969. uniform vec4 vc258;
  2970. uniform vec4 vc257;
  2971. uniform vec4 vc256;
  2972.  
  2973. void func0();
  2974.  
  2975. void main()
  2976. {
  2977. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  2978. func0();
  2979. gl_Position = gl_Position * scaleOffsetMat;
  2980. }
  2981.  
  2982. void func0()
  2983. {
  2984. tc0.xy = in_tc0.xyxx.xy;
  2985. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  2986. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  2987. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  2988. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  2989. }
  2990.  
  2991. [! : RSXThread]: *** fp shader =
  2992. #version 330
  2993.  
  2994. in vec4 tc0;
  2995. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  2996. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  2997. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  2998. vec4 rc0;
  2999. uniform sampler2D tex0;
  3000. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3001. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3002. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3003. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3004. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3005. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3006. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3007. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3008. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3009. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3010. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3011. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3012. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3013. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3014. out vec4 h2;
  3015. out vec4 h4;
  3016. layout (location = 1) out vec4 r2;
  3017. layout (location = 0) out vec4 ocol;
  3018.  
  3019. void main()
  3020. {
  3021. r0.zw = tc0.xxxy.zw;
  3022. h0.xyz = texture(tex0, tc0.xy).xyz;
  3023. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  3024. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  3025. h2.xyz = texture(tex0, r1.xy).xyz;
  3026. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  3027. h0.w = h0.zzzz.w;
  3028. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  3029. h0.xy = fc224.xyxx.xy;
  3030. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  3031. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3032. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3033. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  3034. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  3035. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  3036. h4.w = h0.w;
  3037. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  3038. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  3039. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3040. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  3041. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  3042. rc0.w = vec4(greaterThan(h2, h4)).w;
  3043. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  3044. h0.w = h4.w;
  3045. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  3046. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3047. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  3048. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  3049. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  3050. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  3051. h0.xy = (r0.zwzz + h0).xy;
  3052. h0 = texture(tex0, h0.xy);
  3053. ocol = h0;
  3054. }
  3055.  
  3056. [! : RSXThread]: Add program (26):
  3057. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  3058. [! : RSXThread]: *** prog id = 29
  3059. [! : RSXThread]: *** vp id = 2
  3060. [! : RSXThread]: *** fp id = 1
  3061. [! : RSXThread]: *** vp data size = 80
  3062. [! : RSXThread]: *** fp data size = 272
  3063. [! : RSXThread]: *** vp shader =
  3064. #version 330
  3065.  
  3066. uniform mat4 scaleOffsetMat = mat4(1.0);
  3067. layout (location = 8) in vec4 in_tc0;
  3068. layout (location = 0) in vec4 in_pos;
  3069. out vec4 tc0;
  3070. uniform vec4 vc259;
  3071. uniform vec4 vc258;
  3072. uniform vec4 vc257;
  3073. uniform vec4 vc256;
  3074.  
  3075. void func0();
  3076.  
  3077. void main()
  3078. {
  3079. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3080. func0();
  3081. gl_Position = gl_Position * scaleOffsetMat;
  3082. }
  3083.  
  3084. void func0()
  3085. {
  3086. tc0.xy = in_tc0.xyxx.xy;
  3087. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3088. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3089. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3090. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3091. }
  3092.  
  3093. [! : RSXThread]: *** fp shader =
  3094. #version 330
  3095.  
  3096. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  3097. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3098. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  3099. in vec4 tc0;
  3100. uniform sampler2D tex0;
  3101. uniform sampler2D tex1;
  3102. layout (location = 0) out vec4 ocol;
  3103.  
  3104. void main()
  3105. {
  3106. h0.w = fc16.xxxx.w;
  3107. h0.xyz = texture(tex0, tc0.xy).xyz;
  3108. h1.xyz = texture(tex1, tc0.xy).xyz;
  3109. h0.xyz = (h0 + h1).xyz;
  3110. ocol = h0;
  3111. }
  3112.  
  3113. [! : RSXThread]: Add program (27):
  3114. [! : RSXThread]: *** prog id = 30
  3115. [! : RSXThread]: *** vp id = 2
  3116. [! : RSXThread]: *** fp id = 1
  3117. [! : RSXThread]: *** vp data size = 80
  3118. [! : RSXThread]: *** fp data size = 272
  3119. [! : RSXThread]: *** vp shader =
  3120. #version 330
  3121.  
  3122. uniform mat4 scaleOffsetMat = mat4(1.0);
  3123. layout (location = 8) in vec4 in_tc0;
  3124. layout (location = 0) in vec4 in_pos;
  3125. out vec4 tc0;
  3126. uniform vec4 vc259;
  3127. uniform vec4 vc258;
  3128. uniform vec4 vc257;
  3129. uniform vec4 vc256;
  3130.  
  3131. void func0();
  3132.  
  3133. void main()
  3134. {
  3135. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3136. func0();
  3137. gl_Position = gl_Position * scaleOffsetMat;
  3138. }
  3139.  
  3140. void func0()
  3141. {
  3142. tc0.xy = in_tc0.xyxx.xy;
  3143. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3144. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3145. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3146. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3147. }
  3148.  
  3149. [! : RSXThread]: *** fp shader =
  3150. #version 330
  3151.  
  3152. in vec4 tc0;
  3153. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3154. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3155. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3156. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3157. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3158. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3159. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3160. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3161. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3162. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3163. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3164. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3165. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3166. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3167. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3168. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3169. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  3170. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3171. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3172. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3173. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3174. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3175. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3176. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3177. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3178. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3179. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3180. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3181. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3182. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  3183. uniform sampler2D tex0;
  3184. layout (location = 0) out vec4 ocol;
  3185.  
  3186. void main()
  3187. {
  3188. r0.zw = tc0.xxxy.zw;
  3189. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  3190. h0 = texture(tex0, r0.xy);
  3191. r1 = (h0 * fc80.xxxx);
  3192. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  3193. h0 = texture(tex0, r0.xy);
  3194. r1 = (h0 * fc160.xxxx + r1);
  3195. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  3196. h0 = texture(tex0, r0.xy);
  3197. r1 = (h0 * fc240.xxxx + r1);
  3198. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  3199. h0 = texture(tex0, r0.xy);
  3200. r1 = (h0 * fc320.xxxx + r1);
  3201. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  3202. h0 = texture(tex0, r0.xy);
  3203. r1 = (h0 * fc400.xxxx + r1);
  3204. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  3205. h0 = texture(tex0, r0.xy);
  3206. r1 = (h0 * fc480.xxxx + r1);
  3207. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  3208. h0 = texture(tex0, r0.xy);
  3209. r1 = (h0 * fc560.xxxx + r1);
  3210. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  3211. h0 = texture(tex0, r0.xy);
  3212. r1 = (h0 * fc640.xxxx + r1);
  3213. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  3214. h0 = texture(tex0, r0.xy);
  3215. r1 = (h0 * fc720.xxxx + r1);
  3216. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  3217. h0 = texture(tex0, r0.xy);
  3218. r1 = (h0 * fc800.xxxx + r1);
  3219. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  3220. h0 = texture(tex0, r0.xy);
  3221. r1 = (h0 * fc880.xxxx + r1);
  3222. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  3223. h0 = texture(tex0, r0.xy);
  3224. r1 = (h0 * fc960.xxxx + r1);
  3225. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  3226. h0 = texture(tex0, r0.xy);
  3227. r0 = (h0 * fc1040.xxxx + r1);
  3228. h0 = (r0 * fc1072.xxxx);
  3229. ocol = h0;
  3230. }
  3231.  
  3232. [! : RSXThread]: Add program (28):
  3233. [! : RSXThread]: *** prog id = 31
  3234. [! : RSXThread]: *** vp id = 2
  3235. [! : RSXThread]: *** fp id = 1
  3236. [! : RSXThread]: *** vp data size = 80
  3237. [! : RSXThread]: *** fp data size = 272
  3238. [! : RSXThread]: *** vp shader =
  3239. #version 330
  3240.  
  3241. uniform mat4 scaleOffsetMat = mat4(1.0);
  3242. layout (location = 8) in vec4 in_tc0;
  3243. layout (location = 0) in vec4 in_pos;
  3244. out vec4 tc0;
  3245. uniform vec4 vc259;
  3246. uniform vec4 vc258;
  3247. uniform vec4 vc257;
  3248. uniform vec4 vc256;
  3249.  
  3250. void func0();
  3251.  
  3252. void main()
  3253. {
  3254. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3255. func0();
  3256. gl_Position = gl_Position * scaleOffsetMat;
  3257. }
  3258.  
  3259. void func0()
  3260. {
  3261. tc0.xy = in_tc0.xyxx.xy;
  3262. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3263. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3264. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3265. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3266. }
  3267.  
  3268. [! : RSXThread]: *** fp shader =
  3269. #version 330
  3270.  
  3271. in vec4 tc0;
  3272. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3273. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3274. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3275. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3276. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3277. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3278. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3279. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3280. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3281. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3282. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3283. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3284. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3285. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3286. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3287. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3288. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  3289. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3290. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3291. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3292. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3293. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3294. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3295. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3296. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3297. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3298. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3299. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3300. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3301. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  3302. uniform sampler2D tex0;
  3303. layout (location = 0) out vec4 ocol;
  3304.  
  3305. void main()
  3306. {
  3307. r0.zw = tc0.xxxy.zw;
  3308. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  3309. h0 = texture(tex0, r0.xy);
  3310. r1 = (h0 * fc80.xxxx);
  3311. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  3312. h0 = texture(tex0, r0.xy);
  3313. r1 = (h0 * fc160.xxxx + r1);
  3314. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  3315. h0 = texture(tex0, r0.xy);
  3316. r1 = (h0 * fc240.xxxx + r1);
  3317. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  3318. h0 = texture(tex0, r0.xy);
  3319. r1 = (h0 * fc320.xxxx + r1);
  3320. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  3321. h0 = texture(tex0, r0.xy);
  3322. r1 = (h0 * fc400.xxxx + r1);
  3323. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  3324. h0 = texture(tex0, r0.xy);
  3325. r1 = (h0 * fc480.xxxx + r1);
  3326. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  3327. h0 = texture(tex0, r0.xy);
  3328. r1 = (h0 * fc560.xxxx + r1);
  3329. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  3330. h0 = texture(tex0, r0.xy);
  3331. r1 = (h0 * fc640.xxxx + r1);
  3332. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  3333. h0 = texture(tex0, r0.xy);
  3334. r1 = (h0 * fc720.xxxx + r1);
  3335. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  3336. h0 = texture(tex0, r0.xy);
  3337. r1 = (h0 * fc800.xxxx + r1);
  3338. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  3339. h0 = texture(tex0, r0.xy);
  3340. r1 = (h0 * fc880.xxxx + r1);
  3341. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  3342. h0 = texture(tex0, r0.xy);
  3343. r1 = (h0 * fc960.xxxx + r1);
  3344. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  3345. h0 = texture(tex0, r0.xy);
  3346. r0 = (h0 * fc1040.xxxx + r1);
  3347. h0 = (r0 * fc1072.xxxx);
  3348. ocol = h0;
  3349. }
  3350.  
  3351. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  3352. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  3353. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  3354. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  3355. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  3356. [! : RSXThread]: Add program (29):
  3357. [! : RSXThread]: *** prog id = 32
  3358. [! : RSXThread]: *** vp id = 2
  3359. [! : RSXThread]: *** fp id = 1
  3360. [! : RSXThread]: *** vp data size = 80
  3361. [! : RSXThread]: *** fp data size = 272
  3362. [! : RSXThread]: *** vp shader =
  3363. #version 330
  3364.  
  3365. uniform mat4 scaleOffsetMat = mat4(1.0);
  3366. layout (location = 8) in vec4 in_tc0;
  3367. layout (location = 0) in vec4 in_pos;
  3368. out vec4 tc0;
  3369. uniform vec4 vc259;
  3370. uniform vec4 vc258;
  3371. uniform vec4 vc257;
  3372. uniform vec4 vc256;
  3373.  
  3374. void func0();
  3375.  
  3376. void main()
  3377. {
  3378. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3379. func0();
  3380. gl_Position = gl_Position * scaleOffsetMat;
  3381. }
  3382.  
  3383. void func0()
  3384. {
  3385. tc0.xy = in_tc0.xyxx.xy;
  3386. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3387. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3388. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3389. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3390. }
  3391.  
  3392. [! : RSXThread]: *** fp shader =
  3393. #version 330
  3394.  
  3395. in vec4 tc0;
  3396. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3397. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3398. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3399. vec4 rc0;
  3400. uniform sampler2D tex0;
  3401. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3402. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3403. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3404. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3405. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3406. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3407. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3408. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3409. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3410. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3411. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3412. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3413. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3414. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3415. out vec4 h2;
  3416. out vec4 h4;
  3417. layout (location = 1) out vec4 r2;
  3418. layout (location = 0) out vec4 ocol;
  3419.  
  3420. void main()
  3421. {
  3422. r0.zw = tc0.xxxy.zw;
  3423. h0.xyz = texture(tex0, tc0.xy).xyz;
  3424. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  3425. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  3426. h2.xyz = texture(tex0, r1.xy).xyz;
  3427. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  3428. h0.w = h0.zzzz.w;
  3429. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  3430. h0.xy = fc224.xyxx.xy;
  3431. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  3432. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3433. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3434. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  3435. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  3436. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  3437. h4.w = h0.w;
  3438. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  3439. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  3440. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3441. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  3442. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  3443. rc0.w = vec4(greaterThan(h2, h4)).w;
  3444. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  3445. h0.w = h4.w;
  3446. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  3447. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3448. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  3449. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  3450. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  3451. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  3452. h0.xy = (r0.zwzz + h0).xy;
  3453. h0 = texture(tex0, h0.xy);
  3454. ocol = h0;
  3455. }
  3456.  
  3457. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  3458. [! : RSXThread]: Add program (30):
  3459. [! : RSXThread]: *** prog id = 33
  3460. [! : RSXThread]: *** vp id = 2
  3461. [! : RSXThread]: *** fp id = 1
  3462. [! : RSXThread]: *** vp data size = 80
  3463. [! : RSXThread]: *** fp data size = 272
  3464. [! : RSXThread]: *** vp shader =
  3465. #version 330
  3466.  
  3467. uniform mat4 scaleOffsetMat = mat4(1.0);
  3468. layout (location = 8) in vec4 in_tc0;
  3469. layout (location = 0) in vec4 in_pos;
  3470. out vec4 tc0;
  3471. uniform vec4 vc259;
  3472. uniform vec4 vc258;
  3473. uniform vec4 vc257;
  3474. uniform vec4 vc256;
  3475.  
  3476. void func0();
  3477.  
  3478. void main()
  3479. {
  3480. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3481. func0();
  3482. gl_Position = gl_Position * scaleOffsetMat;
  3483. }
  3484.  
  3485. void func0()
  3486. {
  3487. tc0.xy = in_tc0.xyxx.xy;
  3488. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3489. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3490. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3491. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3492. }
  3493.  
  3494. [! : RSXThread]: *** fp shader =
  3495. #version 330
  3496.  
  3497. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  3498. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3499. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  3500. in vec4 tc0;
  3501. uniform sampler2D tex0;
  3502. uniform sampler2D tex1;
  3503. layout (location = 0) out vec4 ocol;
  3504.  
  3505. void main()
  3506. {
  3507. h0.w = fc16.xxxx.w;
  3508. h0.xyz = texture(tex0, tc0.xy).xyz;
  3509. h1.xyz = texture(tex1, tc0.xy).xyz;
  3510. h0.xyz = (h0 + h1).xyz;
  3511. ocol = h0;
  3512. }
  3513.  
  3514. [! : RSXThread]: Add program (31):
  3515. [! : RSXThread]: *** prog id = 34
  3516. [! : RSXThread]: *** vp id = 2
  3517. [! : RSXThread]: *** fp id = 1
  3518. [! : RSXThread]: *** vp data size = 80
  3519. [! : RSXThread]: *** fp data size = 272
  3520. [! : RSXThread]: *** vp shader =
  3521. #version 330
  3522.  
  3523. uniform mat4 scaleOffsetMat = mat4(1.0);
  3524. layout (location = 8) in vec4 in_tc0;
  3525. layout (location = 0) in vec4 in_pos;
  3526. out vec4 tc0;
  3527. uniform vec4 vc259;
  3528. uniform vec4 vc258;
  3529. uniform vec4 vc257;
  3530. uniform vec4 vc256;
  3531.  
  3532. void func0();
  3533.  
  3534. void main()
  3535. {
  3536. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3537. func0();
  3538. gl_Position = gl_Position * scaleOffsetMat;
  3539. }
  3540.  
  3541. void func0()
  3542. {
  3543. tc0.xy = in_tc0.xyxx.xy;
  3544. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3545. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3546. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3547. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3548. }
  3549.  
  3550. [! : RSXThread]: *** fp shader =
  3551. #version 330
  3552.  
  3553. in vec4 tc0;
  3554. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3555. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3556. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3557. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3558. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3559. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3560. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3561. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3562. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3563. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3564. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3565. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3566. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3567. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3568. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3569. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3570. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  3571. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3572. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3573. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3574. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3575. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3576. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3577. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3578. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3579. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3580. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3581. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3582. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3583. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  3584. uniform sampler2D tex0;
  3585. layout (location = 0) out vec4 ocol;
  3586.  
  3587. void main()
  3588. {
  3589. r0.zw = tc0.xxxy.zw;
  3590. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  3591. h0 = texture(tex0, r0.xy);
  3592. r1 = (h0 * fc80.xxxx);
  3593. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  3594. h0 = texture(tex0, r0.xy);
  3595. r1 = (h0 * fc160.xxxx + r1);
  3596. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  3597. h0 = texture(tex0, r0.xy);
  3598. r1 = (h0 * fc240.xxxx + r1);
  3599. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  3600. h0 = texture(tex0, r0.xy);
  3601. r1 = (h0 * fc320.xxxx + r1);
  3602. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  3603. h0 = texture(tex0, r0.xy);
  3604. r1 = (h0 * fc400.xxxx + r1);
  3605. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  3606. h0 = texture(tex0, r0.xy);
  3607. r1 = (h0 * fc480.xxxx + r1);
  3608. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  3609. h0 = texture(tex0, r0.xy);
  3610. r1 = (h0 * fc560.xxxx + r1);
  3611. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  3612. h0 = texture(tex0, r0.xy);
  3613. r1 = (h0 * fc640.xxxx + r1);
  3614. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  3615. h0 = texture(tex0, r0.xy);
  3616. r1 = (h0 * fc720.xxxx + r1);
  3617. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  3618. h0 = texture(tex0, r0.xy);
  3619. r1 = (h0 * fc800.xxxx + r1);
  3620. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  3621. h0 = texture(tex0, r0.xy);
  3622. r1 = (h0 * fc880.xxxx + r1);
  3623. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  3624. h0 = texture(tex0, r0.xy);
  3625. r1 = (h0 * fc960.xxxx + r1);
  3626. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  3627. h0 = texture(tex0, r0.xy);
  3628. r0 = (h0 * fc1040.xxxx + r1);
  3629. h0 = (r0 * fc1072.xxxx);
  3630. ocol = h0;
  3631. }
  3632.  
  3633. [! : RSXThread]: Add program (32):
  3634. [! : RSXThread]: *** prog id = 35
  3635. [! : RSXThread]: *** vp id = 2
  3636. [! : RSXThread]: *** fp id = 1
  3637. [! : RSXThread]: *** vp data size = 80
  3638. [! : RSXThread]: *** fp data size = 272
  3639. [! : RSXThread]: *** vp shader =
  3640. #version 330
  3641.  
  3642. uniform mat4 scaleOffsetMat = mat4(1.0);
  3643. layout (location = 8) in vec4 in_tc0;
  3644. layout (location = 0) in vec4 in_pos;
  3645. out vec4 tc0;
  3646. uniform vec4 vc259;
  3647. uniform vec4 vc258;
  3648. uniform vec4 vc257;
  3649. uniform vec4 vc256;
  3650.  
  3651. void func0();
  3652.  
  3653. void main()
  3654. {
  3655. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3656. func0();
  3657. gl_Position = gl_Position * scaleOffsetMat;
  3658. }
  3659.  
  3660. void func0()
  3661. {
  3662. tc0.xy = in_tc0.xyxx.xy;
  3663. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3664. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3665. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3666. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3667. }
  3668.  
  3669. [! : RSXThread]: *** fp shader =
  3670. #version 330
  3671.  
  3672. in vec4 tc0;
  3673. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3674. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3675. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3676. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3677. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3678. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3679. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3680. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3681. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3682. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3683. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3684. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3685. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3686. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3687. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3688. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3689. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  3690. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3691. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3692. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3693. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3694. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3695. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3696. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3697. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3698. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3699. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3700. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3701. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3702. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  3703. uniform sampler2D tex0;
  3704. layout (location = 0) out vec4 ocol;
  3705.  
  3706. void main()
  3707. {
  3708. r0.zw = tc0.xxxy.zw;
  3709. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  3710. h0 = texture(tex0, r0.xy);
  3711. r1 = (h0 * fc80.xxxx);
  3712. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  3713. h0 = texture(tex0, r0.xy);
  3714. r1 = (h0 * fc160.xxxx + r1);
  3715. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  3716. h0 = texture(tex0, r0.xy);
  3717. r1 = (h0 * fc240.xxxx + r1);
  3718. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  3719. h0 = texture(tex0, r0.xy);
  3720. r1 = (h0 * fc320.xxxx + r1);
  3721. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  3722. h0 = texture(tex0, r0.xy);
  3723. r1 = (h0 * fc400.xxxx + r1);
  3724. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  3725. h0 = texture(tex0, r0.xy);
  3726. r1 = (h0 * fc480.xxxx + r1);
  3727. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  3728. h0 = texture(tex0, r0.xy);
  3729. r1 = (h0 * fc560.xxxx + r1);
  3730. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  3731. h0 = texture(tex0, r0.xy);
  3732. r1 = (h0 * fc640.xxxx + r1);
  3733. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  3734. h0 = texture(tex0, r0.xy);
  3735. r1 = (h0 * fc720.xxxx + r1);
  3736. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  3737. h0 = texture(tex0, r0.xy);
  3738. r1 = (h0 * fc800.xxxx + r1);
  3739. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  3740. h0 = texture(tex0, r0.xy);
  3741. r1 = (h0 * fc880.xxxx + r1);
  3742. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  3743. h0 = texture(tex0, r0.xy);
  3744. r1 = (h0 * fc960.xxxx + r1);
  3745. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  3746. h0 = texture(tex0, r0.xy);
  3747. r0 = (h0 * fc1040.xxxx + r1);
  3748. h0 = (r0 * fc1072.xxxx);
  3749. ocol = h0;
  3750. }
  3751.  
  3752. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  3753. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  3754. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  3755. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  3756. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  3757. [! : RSXThread]: Add program (33):
  3758. [! : RSXThread]: *** prog id = 36
  3759. [! : RSXThread]: *** vp id = 2
  3760. [! : RSXThread]: *** fp id = 1
  3761. [! : RSXThread]: *** vp data size = 80
  3762. [! : RSXThread]: *** fp data size = 272
  3763. [! : RSXThread]: *** vp shader =
  3764. #version 330
  3765.  
  3766. uniform mat4 scaleOffsetMat = mat4(1.0);
  3767. layout (location = 8) in vec4 in_tc0;
  3768. layout (location = 0) in vec4 in_pos;
  3769. out vec4 tc0;
  3770. uniform vec4 vc259;
  3771. uniform vec4 vc258;
  3772. uniform vec4 vc257;
  3773. uniform vec4 vc256;
  3774.  
  3775. void func0();
  3776.  
  3777. void main()
  3778. {
  3779. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3780. func0();
  3781. gl_Position = gl_Position * scaleOffsetMat;
  3782. }
  3783.  
  3784. void func0()
  3785. {
  3786. tc0.xy = in_tc0.xyxx.xy;
  3787. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3788. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3789. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3790. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3791. }
  3792.  
  3793. [! : RSXThread]: *** fp shader =
  3794. #version 330
  3795.  
  3796. in vec4 tc0;
  3797. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3798. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3799. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3800. vec4 rc0;
  3801. uniform sampler2D tex0;
  3802. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3803. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3804. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3805. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3806. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3807. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3808. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3809. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3810. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3811. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3812. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3813. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3814. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  3815. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3816. out vec4 h2;
  3817. out vec4 h4;
  3818. layout (location = 1) out vec4 r2;
  3819. layout (location = 0) out vec4 ocol;
  3820.  
  3821. void main()
  3822. {
  3823. r0.zw = tc0.xxxy.zw;
  3824. h0.xyz = texture(tex0, tc0.xy).xyz;
  3825. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  3826. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  3827. h2.xyz = texture(tex0, r1.xy).xyz;
  3828. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  3829. h0.w = h0.zzzz.w;
  3830. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  3831. h0.xy = fc224.xyxx.xy;
  3832. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  3833. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3834. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3835. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  3836. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  3837. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  3838. h4.w = h0.w;
  3839. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  3840. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  3841. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  3842. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  3843. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  3844. rc0.w = vec4(greaterThan(h2, h4)).w;
  3845. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  3846. h0.w = h4.w;
  3847. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  3848. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  3849. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  3850. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  3851. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  3852. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  3853. h0.xy = (r0.zwzz + h0).xy;
  3854. h0 = texture(tex0, h0.xy);
  3855. ocol = h0;
  3856. }
  3857.  
  3858. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  3859. [! : RSXThread]: Add program (34):
  3860. [! : RSXThread]: *** prog id = 37
  3861. [! : RSXThread]: *** vp id = 2
  3862. [! : RSXThread]: *** fp id = 1
  3863. [! : RSXThread]: *** vp data size = 80
  3864. [! : RSXThread]: *** fp data size = 272
  3865. [! : RSXThread]: *** vp shader =
  3866. #version 330
  3867.  
  3868. uniform mat4 scaleOffsetMat = mat4(1.0);
  3869. layout (location = 8) in vec4 in_tc0;
  3870. layout (location = 0) in vec4 in_pos;
  3871. out vec4 tc0;
  3872. uniform vec4 vc259;
  3873. uniform vec4 vc258;
  3874. uniform vec4 vc257;
  3875. uniform vec4 vc256;
  3876.  
  3877. void func0();
  3878.  
  3879. void main()
  3880. {
  3881. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3882. func0();
  3883. gl_Position = gl_Position * scaleOffsetMat;
  3884. }
  3885.  
  3886. void func0()
  3887. {
  3888. tc0.xy = in_tc0.xyxx.xy;
  3889. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3890. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3891. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3892. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3893. }
  3894.  
  3895. [! : RSXThread]: *** fp shader =
  3896. #version 330
  3897.  
  3898. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  3899. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3900. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  3901. in vec4 tc0;
  3902. uniform sampler2D tex0;
  3903. uniform sampler2D tex1;
  3904. layout (location = 0) out vec4 ocol;
  3905.  
  3906. void main()
  3907. {
  3908. h0.w = fc16.xxxx.w;
  3909. h0.xyz = texture(tex0, tc0.xy).xyz;
  3910. h1.xyz = texture(tex1, tc0.xy).xyz;
  3911. h0.xyz = (h0 + h1).xyz;
  3912. ocol = h0;
  3913. }
  3914.  
  3915. [! : RSXThread]: Add program (35):
  3916. [! : RSXThread]: *** prog id = 38
  3917. [! : RSXThread]: *** vp id = 2
  3918. [! : RSXThread]: *** fp id = 1
  3919. [! : RSXThread]: *** vp data size = 80
  3920. [! : RSXThread]: *** fp data size = 272
  3921. [! : RSXThread]: *** vp shader =
  3922. #version 330
  3923.  
  3924. uniform mat4 scaleOffsetMat = mat4(1.0);
  3925. layout (location = 8) in vec4 in_tc0;
  3926. layout (location = 0) in vec4 in_pos;
  3927. out vec4 tc0;
  3928. uniform vec4 vc259;
  3929. uniform vec4 vc258;
  3930. uniform vec4 vc257;
  3931. uniform vec4 vc256;
  3932.  
  3933. void func0();
  3934.  
  3935. void main()
  3936. {
  3937. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  3938. func0();
  3939. gl_Position = gl_Position * scaleOffsetMat;
  3940. }
  3941.  
  3942. void func0()
  3943. {
  3944. tc0.xy = in_tc0.xyxx.xy;
  3945. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  3946. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  3947. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  3948. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  3949. }
  3950.  
  3951. [! : RSXThread]: *** fp shader =
  3952. #version 330
  3953.  
  3954. in vec4 tc0;
  3955. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  3956. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  3957. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  3958. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3959. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3960. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3961. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3962. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3963. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3964. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3965. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3966. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3967. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3968. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3969. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3970. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3971. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  3972. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3973. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  3974. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3975. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  3976. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3977. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  3978. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3979. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  3980. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3981. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  3982. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  3983. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  3984. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  3985. uniform sampler2D tex0;
  3986. layout (location = 0) out vec4 ocol;
  3987.  
  3988. void main()
  3989. {
  3990. r0.zw = tc0.xxxy.zw;
  3991. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  3992. h0 = texture(tex0, r0.xy);
  3993. r1 = (h0 * fc80.xxxx);
  3994. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  3995. h0 = texture(tex0, r0.xy);
  3996. r1 = (h0 * fc160.xxxx + r1);
  3997. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  3998. h0 = texture(tex0, r0.xy);
  3999. r1 = (h0 * fc240.xxxx + r1);
  4000. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  4001. h0 = texture(tex0, r0.xy);
  4002. r1 = (h0 * fc320.xxxx + r1);
  4003. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  4004. h0 = texture(tex0, r0.xy);
  4005. r1 = (h0 * fc400.xxxx + r1);
  4006. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  4007. h0 = texture(tex0, r0.xy);
  4008. r1 = (h0 * fc480.xxxx + r1);
  4009. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  4010. h0 = texture(tex0, r0.xy);
  4011. r1 = (h0 * fc560.xxxx + r1);
  4012. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  4013. h0 = texture(tex0, r0.xy);
  4014. r1 = (h0 * fc640.xxxx + r1);
  4015. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  4016. h0 = texture(tex0, r0.xy);
  4017. r1 = (h0 * fc720.xxxx + r1);
  4018. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  4019. h0 = texture(tex0, r0.xy);
  4020. r1 = (h0 * fc800.xxxx + r1);
  4021. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  4022. h0 = texture(tex0, r0.xy);
  4023. r1 = (h0 * fc880.xxxx + r1);
  4024. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  4025. h0 = texture(tex0, r0.xy);
  4026. r1 = (h0 * fc960.xxxx + r1);
  4027. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  4028. h0 = texture(tex0, r0.xy);
  4029. r0 = (h0 * fc1040.xxxx + r1);
  4030. h0 = (r0 * fc1072.xxxx);
  4031. ocol = h0;
  4032. }
  4033.  
  4034. [! : RSXThread]: Add program (36):
  4035. [! : RSXThread]: *** prog id = 39
  4036. [! : RSXThread]: *** vp id = 2
  4037. [! : RSXThread]: *** fp id = 1
  4038. [! : RSXThread]: *** vp data size = 80
  4039. [! : RSXThread]: *** fp data size = 272
  4040. [! : RSXThread]: *** vp shader =
  4041. #version 330
  4042.  
  4043. uniform mat4 scaleOffsetMat = mat4(1.0);
  4044. layout (location = 8) in vec4 in_tc0;
  4045. layout (location = 0) in vec4 in_pos;
  4046. out vec4 tc0;
  4047. uniform vec4 vc259;
  4048. uniform vec4 vc258;
  4049. uniform vec4 vc257;
  4050. uniform vec4 vc256;
  4051.  
  4052. void func0();
  4053.  
  4054. void main()
  4055. {
  4056. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4057. func0();
  4058. gl_Position = gl_Position * scaleOffsetMat;
  4059. }
  4060.  
  4061. void func0()
  4062. {
  4063. tc0.xy = in_tc0.xyxx.xy;
  4064. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4065. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4066. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4067. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4068. }
  4069.  
  4070. [! : RSXThread]: *** fp shader =
  4071. #version 330
  4072.  
  4073. in vec4 tc0;
  4074. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4075. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4076. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4077. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4078. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4079. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4080. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4081. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4082. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4083. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4084. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4085. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4086. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4087. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4088. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4089. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4090. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  4091. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4092. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4093. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4094. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4095. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4096. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4097. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4098. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4099. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4100. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4101. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4102. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4103. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  4104. uniform sampler2D tex0;
  4105. layout (location = 0) out vec4 ocol;
  4106.  
  4107. void main()
  4108. {
  4109. r0.zw = tc0.xxxy.zw;
  4110. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  4111. h0 = texture(tex0, r0.xy);
  4112. r1 = (h0 * fc80.xxxx);
  4113. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  4114. h0 = texture(tex0, r0.xy);
  4115. r1 = (h0 * fc160.xxxx + r1);
  4116. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  4117. h0 = texture(tex0, r0.xy);
  4118. r1 = (h0 * fc240.xxxx + r1);
  4119. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  4120. h0 = texture(tex0, r0.xy);
  4121. r1 = (h0 * fc320.xxxx + r1);
  4122. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  4123. h0 = texture(tex0, r0.xy);
  4124. r1 = (h0 * fc400.xxxx + r1);
  4125. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  4126. h0 = texture(tex0, r0.xy);
  4127. r1 = (h0 * fc480.xxxx + r1);
  4128. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  4129. h0 = texture(tex0, r0.xy);
  4130. r1 = (h0 * fc560.xxxx + r1);
  4131. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  4132. h0 = texture(tex0, r0.xy);
  4133. r1 = (h0 * fc640.xxxx + r1);
  4134. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  4135. h0 = texture(tex0, r0.xy);
  4136. r1 = (h0 * fc720.xxxx + r1);
  4137. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  4138. h0 = texture(tex0, r0.xy);
  4139. r1 = (h0 * fc800.xxxx + r1);
  4140. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  4141. h0 = texture(tex0, r0.xy);
  4142. r1 = (h0 * fc880.xxxx + r1);
  4143. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  4144. h0 = texture(tex0, r0.xy);
  4145. r1 = (h0 * fc960.xxxx + r1);
  4146. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  4147. h0 = texture(tex0, r0.xy);
  4148. r0 = (h0 * fc1040.xxxx + r1);
  4149. h0 = (r0 * fc1072.xxxx);
  4150. ocol = h0;
  4151. }
  4152.  
  4153. [E : PPU[88] Thread (WorkerThread)[0x003590a0]]: TODO: cellSaveDataAutoLoad2
  4154. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  4155. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  4156. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  4157. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  4158. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  4159. [! : RSXThread]: Add program (37):
  4160. [! : RSXThread]: *** prog id = 40
  4161. [! : RSXThread]: *** vp id = 2
  4162. [! : RSXThread]: *** fp id = 1
  4163. [! : RSXThread]: *** vp data size = 80
  4164. [! : RSXThread]: *** fp data size = 272
  4165. [! : RSXThread]: *** vp shader =
  4166. #version 330
  4167.  
  4168. uniform mat4 scaleOffsetMat = mat4(1.0);
  4169. layout (location = 8) in vec4 in_tc0;
  4170. layout (location = 0) in vec4 in_pos;
  4171. out vec4 tc0;
  4172. uniform vec4 vc259;
  4173. uniform vec4 vc258;
  4174. uniform vec4 vc257;
  4175. uniform vec4 vc256;
  4176.  
  4177. void func0();
  4178.  
  4179. void main()
  4180. {
  4181. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4182. func0();
  4183. gl_Position = gl_Position * scaleOffsetMat;
  4184. }
  4185.  
  4186. void func0()
  4187. {
  4188. tc0.xy = in_tc0.xyxx.xy;
  4189. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4190. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4191. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4192. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4193. }
  4194.  
  4195. [! : RSXThread]: *** fp shader =
  4196. #version 330
  4197.  
  4198. in vec4 tc0;
  4199. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4200. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4201. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4202. vec4 rc0;
  4203. uniform sampler2D tex0;
  4204. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4205. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4206. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4207. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4208. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4209. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4210. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4211. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4212. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4213. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4214. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4215. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4216. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4217. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4218. out vec4 h2;
  4219. out vec4 h4;
  4220. layout (location = 1) out vec4 r2;
  4221. layout (location = 0) out vec4 ocol;
  4222.  
  4223. void main()
  4224. {
  4225. r0.zw = tc0.xxxy.zw;
  4226. h0.xyz = texture(tex0, tc0.xy).xyz;
  4227. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  4228. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  4229. h2.xyz = texture(tex0, r1.xy).xyz;
  4230. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  4231. h0.w = h0.zzzz.w;
  4232. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  4233. h0.xy = fc224.xyxx.xy;
  4234. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  4235. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  4236. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  4237. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  4238. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  4239. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  4240. h4.w = h0.w;
  4241. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  4242. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  4243. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  4244. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  4245. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  4246. rc0.w = vec4(greaterThan(h2, h4)).w;
  4247. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  4248. h0.w = h4.w;
  4249. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  4250. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  4251. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  4252. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  4253. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  4254. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  4255. h0.xy = (r0.zwzz + h0).xy;
  4256. h0 = texture(tex0, h0.xy);
  4257. ocol = h0;
  4258. }
  4259.  
  4260. [! : RSXThread]: Add program (38):
  4261. [! : RSXThread]: *** prog id = 41
  4262. [! : RSXThread]: *** vp id = 2
  4263. [! : RSXThread]: *** fp id = 1
  4264. [! : RSXThread]: *** vp data size = 80
  4265. [! : RSXThread]: *** fp data size = 272
  4266. [! : RSXThread]: *** vp shader =
  4267. #version 330
  4268.  
  4269. uniform mat4 scaleOffsetMat = mat4(1.0);
  4270. layout (location = 8) in vec4 in_tc0;
  4271. layout (location = 0) in vec4 in_pos;
  4272. out vec4 tc0;
  4273. uniform vec4 vc259;
  4274. uniform vec4 vc258;
  4275. uniform vec4 vc257;
  4276. uniform vec4 vc256;
  4277.  
  4278. void func0();
  4279.  
  4280. void main()
  4281. {
  4282. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4283. func0();
  4284. gl_Position = gl_Position * scaleOffsetMat;
  4285. }
  4286.  
  4287. void func0()
  4288. {
  4289. tc0.xy = in_tc0.xyxx.xy;
  4290. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4291. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4292. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4293. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4294. }
  4295.  
  4296. [! : RSXThread]: *** fp shader =
  4297. #version 330
  4298.  
  4299. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  4300. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4301. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  4302. in vec4 tc0;
  4303. uniform sampler2D tex0;
  4304. uniform sampler2D tex1;
  4305. layout (location = 0) out vec4 ocol;
  4306.  
  4307. void main()
  4308. {
  4309. h0.w = fc16.xxxx.w;
  4310. h0.xyz = texture(tex0, tc0.xy).xyz;
  4311. h1.xyz = texture(tex1, tc0.xy).xyz;
  4312. h0.xyz = (h0 + h1).xyz;
  4313. ocol = h0;
  4314. }
  4315.  
  4316. [! : RSXThread]: Add program (39):
  4317. [! : RSXThread]: *** prog id = 42
  4318. [! : RSXThread]: *** vp id = 2
  4319. [! : RSXThread]: *** fp id = 1
  4320. [! : RSXThread]: *** vp data size = 80
  4321. [! : RSXThread]: *** fp data size = 272
  4322. [! : RSXThread]: *** vp shader =
  4323. #version 330
  4324.  
  4325. uniform mat4 scaleOffsetMat = mat4(1.0);
  4326. layout (location = 8) in vec4 in_tc0;
  4327. layout (location = 0) in vec4 in_pos;
  4328. out vec4 tc0;
  4329. uniform vec4 vc259;
  4330. uniform vec4 vc258;
  4331. uniform vec4 vc257;
  4332. uniform vec4 vc256;
  4333.  
  4334. void func0();
  4335.  
  4336. void main()
  4337. {
  4338. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4339. func0();
  4340. gl_Position = gl_Position * scaleOffsetMat;
  4341. }
  4342.  
  4343. void func0()
  4344. {
  4345. tc0.xy = in_tc0.xyxx.xy;
  4346. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4347. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4348. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4349. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4350. }
  4351.  
  4352. [! : RSXThread]: *** fp shader =
  4353. #version 330
  4354.  
  4355. in vec4 tc0;
  4356. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4357. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4358. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4359. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4360. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4361. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4362. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4363. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4364. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4365. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4366. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4367. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4368. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4369. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4370. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4371. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4372. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  4373. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4374. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4375. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4376. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4377. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4378. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4379. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4380. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4381. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4382. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4383. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4384. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4385. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  4386. uniform sampler2D tex0;
  4387. layout (location = 0) out vec4 ocol;
  4388.  
  4389. void main()
  4390. {
  4391. r0.zw = tc0.xxxy.zw;
  4392. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  4393. h0 = texture(tex0, r0.xy);
  4394. r1 = (h0 * fc80.xxxx);
  4395. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  4396. h0 = texture(tex0, r0.xy);
  4397. r1 = (h0 * fc160.xxxx + r1);
  4398. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  4399. h0 = texture(tex0, r0.xy);
  4400. r1 = (h0 * fc240.xxxx + r1);
  4401. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  4402. h0 = texture(tex0, r0.xy);
  4403. r1 = (h0 * fc320.xxxx + r1);
  4404. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  4405. h0 = texture(tex0, r0.xy);
  4406. r1 = (h0 * fc400.xxxx + r1);
  4407. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  4408. h0 = texture(tex0, r0.xy);
  4409. r1 = (h0 * fc480.xxxx + r1);
  4410. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  4411. h0 = texture(tex0, r0.xy);
  4412. r1 = (h0 * fc560.xxxx + r1);
  4413. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  4414. h0 = texture(tex0, r0.xy);
  4415. r1 = (h0 * fc640.xxxx + r1);
  4416. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  4417. h0 = texture(tex0, r0.xy);
  4418. r1 = (h0 * fc720.xxxx + r1);
  4419. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  4420. h0 = texture(tex0, r0.xy);
  4421. r1 = (h0 * fc800.xxxx + r1);
  4422. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  4423. h0 = texture(tex0, r0.xy);
  4424. r1 = (h0 * fc880.xxxx + r1);
  4425. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  4426. h0 = texture(tex0, r0.xy);
  4427. r1 = (h0 * fc960.xxxx + r1);
  4428. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  4429. h0 = texture(tex0, r0.xy);
  4430. r0 = (h0 * fc1040.xxxx + r1);
  4431. h0 = (r0 * fc1072.xxxx);
  4432. ocol = h0;
  4433. }
  4434.  
  4435. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x1,offset=0x14e0000,pitch=4,width=1280,height=720)
  4436. [! : RSXThread]: Add program (40):
  4437. [! : RSXThread]: *** prog id = 43
  4438. [! : RSXThread]: *** vp id = 2
  4439. [! : RSXThread]: *** fp id = 1
  4440. [! : RSXThread]: *** vp data size = 80
  4441. [! : RSXThread]: *** fp data size = 272
  4442. [! : RSXThread]: *** vp shader =
  4443. #version 330
  4444.  
  4445. uniform mat4 scaleOffsetMat = mat4(1.0);
  4446. layout (location = 8) in vec4 in_tc0;
  4447. layout (location = 0) in vec4 in_pos;
  4448. out vec4 tc0;
  4449. uniform vec4 vc259;
  4450. uniform vec4 vc258;
  4451. uniform vec4 vc257;
  4452. uniform vec4 vc256;
  4453.  
  4454. void func0();
  4455.  
  4456. void main()
  4457. {
  4458. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4459. func0();
  4460. gl_Position = gl_Position * scaleOffsetMat;
  4461. }
  4462.  
  4463. void func0()
  4464. {
  4465. tc0.xy = in_tc0.xyxx.xy;
  4466. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4467. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4468. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4469. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4470. }
  4471.  
  4472. [! : RSXThread]: *** fp shader =
  4473. #version 330
  4474.  
  4475. in vec4 tc0;
  4476. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4477. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4478. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4479. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4480. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4481. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4482. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4483. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4484. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4485. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4486. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4487. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4488. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4489. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4490. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4491. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4492. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  4493. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4494. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4495. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4496. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4497. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4498. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4499. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4500. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4501. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4502. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4503. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4504. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4505. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  4506. uniform sampler2D tex0;
  4507. layout (location = 0) out vec4 ocol;
  4508.  
  4509. void main()
  4510. {
  4511. r0.zw = tc0.xxxy.zw;
  4512. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  4513. h0 = texture(tex0, r0.xy);
  4514. r1 = (h0 * fc80.xxxx);
  4515. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  4516. h0 = texture(tex0, r0.xy);
  4517. r1 = (h0 * fc160.xxxx + r1);
  4518. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  4519. h0 = texture(tex0, r0.xy);
  4520. r1 = (h0 * fc240.xxxx + r1);
  4521. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  4522. h0 = texture(tex0, r0.xy);
  4523. r1 = (h0 * fc320.xxxx + r1);
  4524. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  4525. h0 = texture(tex0, r0.xy);
  4526. r1 = (h0 * fc400.xxxx + r1);
  4527. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  4528. h0 = texture(tex0, r0.xy);
  4529. r1 = (h0 * fc480.xxxx + r1);
  4530. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  4531. h0 = texture(tex0, r0.xy);
  4532. r1 = (h0 * fc560.xxxx + r1);
  4533. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  4534. h0 = texture(tex0, r0.xy);
  4535. r1 = (h0 * fc640.xxxx + r1);
  4536. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  4537. h0 = texture(tex0, r0.xy);
  4538. r1 = (h0 * fc720.xxxx + r1);
  4539. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  4540. h0 = texture(tex0, r0.xy);
  4541. r1 = (h0 * fc800.xxxx + r1);
  4542. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  4543. h0 = texture(tex0, r0.xy);
  4544. r1 = (h0 * fc880.xxxx + r1);
  4545. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  4546. h0 = texture(tex0, r0.xy);
  4547. r1 = (h0 * fc960.xxxx + r1);
  4548. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  4549. h0 = texture(tex0, r0.xy);
  4550. r0 = (h0 * fc1040.xxxx + r1);
  4551. h0 = (r0 * fc1072.xxxx);
  4552. ocol = h0;
  4553. }
  4554.  
  4555. [E : RSXThread]: TODO: cellGcmInvalidateZcull(0x0)
  4556. [E : RSXThread]: TODO: cellGcmSetContextDmaReport(0xbad68000)
  4557. [W : RSXThread]: NV4097_SET_COLOR_MASK_MRT: fff0
  4558. [W : RSXThread]: NV4097_SET_BLEND_ENABLE_MRT: 2
  4559. [E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
  4560. [! : RSXThread]: Add program (41):
  4561. [! : RSXThread]: *** prog id = 44
  4562. [! : RSXThread]: *** vp id = 2
  4563. [! : RSXThread]: *** fp id = 1
  4564. [! : RSXThread]: *** vp data size = 80
  4565. [! : RSXThread]: *** fp data size = 272
  4566. [! : RSXThread]: *** vp shader =
  4567. #version 330
  4568.  
  4569. uniform mat4 scaleOffsetMat = mat4(1.0);
  4570. layout (location = 8) in vec4 in_tc0;
  4571. layout (location = 0) in vec4 in_pos;
  4572. out vec4 tc0;
  4573. uniform vec4 vc259;
  4574. uniform vec4 vc258;
  4575. uniform vec4 vc257;
  4576. uniform vec4 vc256;
  4577.  
  4578. void func0();
  4579.  
  4580. void main()
  4581. {
  4582. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4583. func0();
  4584. gl_Position = gl_Position * scaleOffsetMat;
  4585. }
  4586.  
  4587. void func0()
  4588. {
  4589. tc0.xy = in_tc0.xyxx.xy;
  4590. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4591. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4592. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4593. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4594. }
  4595.  
  4596. [! : RSXThread]: *** fp shader =
  4597. #version 330
  4598.  
  4599. in vec4 tc0;
  4600. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4601. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4602. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4603. vec4 rc0;
  4604. uniform sampler2D tex0;
  4605. uniform vec4 fc48 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4606. uniform vec4 fc96 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4607. uniform vec4 fc144 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4608. uniform vec4 fc192 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4609. uniform vec4 fc224 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4610. uniform vec4 fc304 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4611. uniform vec4 fc336 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4612. uniform vec4 fc368 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4613. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4614. uniform vec4 fc480 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4615. uniform vec4 fc544 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4616. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4617. uniform vec4 fc656 = vec4(0.212524, 0.715332, 0.072083, 0.000000);
  4618. uniform vec4 fc704 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4619. out vec4 h2;
  4620. out vec4 h4;
  4621. layout (location = 1) out vec4 r2;
  4622. layout (location = 0) out vec4 ocol;
  4623.  
  4624. void main()
  4625. {
  4626. r0.zw = tc0.xxxy.zw;
  4627. h0.xyz = texture(tex0, tc0.xy).xyz;
  4628. r1.xy = clamp((r0.zwzz + fc48.xyxx), 0.0, 1.0).xy;
  4629. r1.zw = clamp((r0 + fc96.xxxy), 0.0, 1.0).zw;
  4630. h2.xyz = texture(tex0, r1.xy).xyz;
  4631. h0.z = vec2(dot(h0.xyz, fc144.xyz), 0).xxxx.z;
  4632. h0.w = h0.zzzz.w;
  4633. h2.w = vec2(dot(h2.xyz, fc192.xyz), 0).xxxx.w;
  4634. h0.xy = fc224.xyxx.xy;
  4635. rc0.w = vec4(greaterThan(h2, h0.zzzz)).w;
  4636. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  4637. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  4638. r1.zw = clamp((r0 + fc304.xxxy), 0.0, 1.0).zw;
  4639. if(all(equal(rc0.wwww, vec4(0.0)))) h0.xy = fc336.zzzz.xy;
  4640. h4.x = vec2(dot(h2.xyz, fc368.xyz), 0).xxxx.x;
  4641. h4.w = h0.w;
  4642. rc0.x = vec4(greaterThan(h4, h0.wwww)).x;
  4643. r2.zw = clamp((r0 + fc432.xxxy), 0.0, 1.0).zw;
  4644. h2.xyz = texture(tex0, r1.zwzz.xy).xyz;
  4645. h2.w = vec2(dot(h2.xyz, fc480.xyz), 0).xxxx.w;
  4646. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h4.w = h4.xxxx.w;
  4647. rc0.w = vec4(greaterThan(h2, h4)).w;
  4648. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc544.xyxx.xy;
  4649. h0.w = h4.w;
  4650. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.xy = fc592.xyxx.xy;
  4651. if(all(notEqual(rc0.wwww, vec4(0.0)))) h0.w = h2.w;
  4652. h2.xyz = texture(tex0, r2.zwzz.xy).xyz;
  4653. h2.x = vec2(dot(h2.xyz, fc656.xyz), 0).xxxx.x;
  4654. rc0.x = vec4(greaterThan(h2, h0.wwww)).x;
  4655. if(all(notEqual(rc0.xxxx, vec4(0.0)))) h0.xy = fc704.xyxx.xy;
  4656. h0.xy = (r0.zwzz + h0).xy;
  4657. h0 = texture(tex0, h0.xy);
  4658. ocol = h0;
  4659. }
  4660.  
  4661. [W : PPU[1] Thread (CPUThread)[0x0055f07c]]: cellGcmSys warning: cellGcmSetDisplayBuffer(id=0x0,offset=0x1120000,pitch=4,width=1280,height=720)
  4662. [! : RSXThread]: Add program (42):
  4663. [! : RSXThread]: *** prog id = 45
  4664. [! : RSXThread]: *** vp id = 2
  4665. [! : RSXThread]: *** fp id = 1
  4666. [! : RSXThread]: *** vp data size = 80
  4667. [! : RSXThread]: *** fp data size = 272
  4668. [! : RSXThread]: *** vp shader =
  4669. #version 330
  4670.  
  4671. uniform mat4 scaleOffsetMat = mat4(1.0);
  4672. layout (location = 8) in vec4 in_tc0;
  4673. layout (location = 0) in vec4 in_pos;
  4674. out vec4 tc0;
  4675. uniform vec4 vc259;
  4676. uniform vec4 vc258;
  4677. uniform vec4 vc257;
  4678. uniform vec4 vc256;
  4679.  
  4680. void func0();
  4681.  
  4682. void main()
  4683. {
  4684. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4685. func0();
  4686. gl_Position = gl_Position * scaleOffsetMat;
  4687. }
  4688.  
  4689. void func0()
  4690. {
  4691. tc0.xy = in_tc0.xyxx.xy;
  4692. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4693. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4694. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4695. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4696. }
  4697.  
  4698. [! : RSXThread]: *** fp shader =
  4699. #version 330
  4700.  
  4701. uniform vec4 fc16 = vec4(1.000000, 0.000000, 0.000000, 0.000000);
  4702. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4703. vec4 h1 = vec4(0.0, 0.0, 0.0, 0.0);
  4704. in vec4 tc0;
  4705. uniform sampler2D tex0;
  4706. uniform sampler2D tex1;
  4707. layout (location = 0) out vec4 ocol;
  4708.  
  4709. void main()
  4710. {
  4711. h0.w = fc16.xxxx.w;
  4712. h0.xyz = texture(tex0, tc0.xy).xyz;
  4713. h1.xyz = texture(tex1, tc0.xy).xyz;
  4714. h0.xyz = (h0 + h1).xyz;
  4715. ocol = h0;
  4716. }
  4717.  
  4718. [! : RSXThread]: Add program (43):
  4719. [! : RSXThread]: *** prog id = 46
  4720. [! : RSXThread]: *** vp id = 2
  4721. [! : RSXThread]: *** fp id = 1
  4722. [! : RSXThread]: *** vp data size = 80
  4723. [! : RSXThread]: *** fp data size = 272
  4724. [! : RSXThread]: *** vp shader =
  4725. #version 330
  4726.  
  4727. uniform mat4 scaleOffsetMat = mat4(1.0);
  4728. layout (location = 8) in vec4 in_tc0;
  4729. layout (location = 0) in vec4 in_pos;
  4730. out vec4 tc0;
  4731. uniform vec4 vc259;
  4732. uniform vec4 vc258;
  4733. uniform vec4 vc257;
  4734. uniform vec4 vc256;
  4735.  
  4736. void func0();
  4737.  
  4738. void main()
  4739. {
  4740. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4741. func0();
  4742. gl_Position = gl_Position * scaleOffsetMat;
  4743. }
  4744.  
  4745. void func0()
  4746. {
  4747. tc0.xy = in_tc0.xyxx.xy;
  4748. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4749. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4750. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4751. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4752. }
  4753.  
  4754. [! : RSXThread]: *** fp shader =
  4755. #version 330
  4756.  
  4757. in vec4 tc0;
  4758. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4759. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4760. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4761. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4762. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4763. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4764. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4765. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4766. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4767. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4768. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4769. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4770. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4771. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4772. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4773. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4774. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  4775. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4776. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4777. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4778. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4779. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4780. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4781. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4782. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4783. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4784. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4785. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4786. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4787. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  4788. uniform sampler2D tex0;
  4789. layout (location = 0) out vec4 ocol;
  4790.  
  4791. void main()
  4792. {
  4793. r0.zw = tc0.xxxy.zw;
  4794. r0.xy = (r0.zwzz + fc32.xyxx).xy;
  4795. h0 = texture(tex0, r0.xy);
  4796. r1 = (h0 * fc80.xxxx);
  4797. r0.xy = (r0.zwzz + fc112.xyxx).xy;
  4798. h0 = texture(tex0, r0.xy);
  4799. r1 = (h0 * fc160.xxxx + r1);
  4800. r0.xy = (r0.zwzz + fc192.xyxx).xy;
  4801. h0 = texture(tex0, r0.xy);
  4802. r1 = (h0 * fc240.xxxx + r1);
  4803. r0.xy = (r0.zwzz + fc272.xyxx).xy;
  4804. h0 = texture(tex0, r0.xy);
  4805. r1 = (h0 * fc320.xxxx + r1);
  4806. r0.xy = (r0.zwzz + fc352.xyxx).xy;
  4807. h0 = texture(tex0, r0.xy);
  4808. r1 = (h0 * fc400.xxxx + r1);
  4809. r0.xy = (r0.zwzz + fc432.xyxx).xy;
  4810. h0 = texture(tex0, r0.xy);
  4811. r1 = (h0 * fc480.xxxx + r1);
  4812. r0.xy = (r0.zwzz + fc512.xyxx).xy;
  4813. h0 = texture(tex0, r0.xy);
  4814. r1 = (h0 * fc560.xxxx + r1);
  4815. r0.xy = (r0.zwzz + fc592.xyxx).xy;
  4816. h0 = texture(tex0, r0.xy);
  4817. r1 = (h0 * fc640.xxxx + r1);
  4818. r0.xy = (r0.zwzz + fc672.xyxx).xy;
  4819. h0 = texture(tex0, r0.xy);
  4820. r1 = (h0 * fc720.xxxx + r1);
  4821. r0.xy = (r0.zwzz + fc752.xyxx).xy;
  4822. h0 = texture(tex0, r0.xy);
  4823. r1 = (h0 * fc800.xxxx + r1);
  4824. r0.xy = (r0.zwzz + fc832.xyxx).xy;
  4825. h0 = texture(tex0, r0.xy);
  4826. r1 = (h0 * fc880.xxxx + r1);
  4827. r0.xy = (r0.zwzz + fc912.xyxx).xy;
  4828. h0 = texture(tex0, r0.xy);
  4829. r1 = (h0 * fc960.xxxx + r1);
  4830. r0.xy = (r0.zwzz + fc992.xyxx).xy;
  4831. h0 = texture(tex0, r0.xy);
  4832. r0 = (h0 * fc1040.xxxx + r1);
  4833. h0 = (r0 * fc1072.xxxx);
  4834. ocol = h0;
  4835. }
  4836.  
  4837. [! : RSXThread]: Add program (44):
  4838. [! : RSXThread]: *** prog id = 47
  4839. [! : RSXThread]: *** vp id = 2
  4840. [! : RSXThread]: *** fp id = 1
  4841. [! : RSXThread]: *** vp data size = 80
  4842. [! : RSXThread]: *** fp data size = 272
  4843. [! : RSXThread]: *** vp shader =
  4844. #version 330
  4845.  
  4846. uniform mat4 scaleOffsetMat = mat4(1.0);
  4847. layout (location = 8) in vec4 in_tc0;
  4848. layout (location = 0) in vec4 in_pos;
  4849. out vec4 tc0;
  4850. uniform vec4 vc259;
  4851. uniform vec4 vc258;
  4852. uniform vec4 vc257;
  4853. uniform vec4 vc256;
  4854.  
  4855. void func0();
  4856.  
  4857. void main()
  4858. {
  4859. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  4860. func0();
  4861. gl_Position = gl_Position * scaleOffsetMat;
  4862. }
  4863.  
  4864. void func0()
  4865. {
  4866. tc0.xy = in_tc0.xyxx.xy;
  4867. gl_Position.w = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc259), 0).xxxx.w;
  4868. gl_Position.z = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc258), 0).xxxx.z;
  4869. gl_Position.y = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc257), 0).xxxx.y;
  4870. gl_Position.x = vec2(dot(vec4(in_pos.xyzx.xyz, 1), vc256), 0).xxxx.x;
  4871. }
  4872.  
  4873. [! : RSXThread]: *** fp shader =
  4874. #version 330
  4875.  
  4876. in vec4 tc0;
  4877. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  4878. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  4879. vec4 r1 = vec4(0.0, 0.0, 0.0, 0.0);
  4880. uniform vec4 fc32 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4881. uniform vec4 fc80 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4882. uniform vec4 fc112 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4883. uniform vec4 fc160 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4884. uniform vec4 fc192 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4885. uniform vec4 fc240 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4886. uniform vec4 fc272 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4887. uniform vec4 fc320 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4888. uniform vec4 fc352 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4889. uniform vec4 fc400 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4890. uniform vec4 fc432 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4891. uniform vec4 fc480 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4892. uniform vec4 fc512 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4893. uniform vec4 fc560 = vec4(0.199471, 0.000000, 0.000000, 0.000000);
  4894. uniform vec4 fc592 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4895. uniform vec4 fc640 = vec4(0.176033, 0.000000, 0.000000, 0.000000);
  4896. uniform vec4 fc672 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4897. uniform vec4 fc720 = vec4(0.120985, 0.000000, 0.000000, 0.000000);
  4898. uniform vec4 fc752 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4899. uniform vec4 fc800 = vec4(0.064759, 0.000000, 0.000000, 0.000000);
  4900. uniform vec4 fc832 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4901. uniform vec4 fc880 = vec4(0.026995, 0.000000, 0.000000, 0.000000);
  4902. uniform vec4 fc912 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4903. uniform vec4 fc960 = vec4(0.008764, 0.000000, 0.000000, 0.000000);
  4904. uniform vec4 fc992 = vec4(0.000000, 0.000000, 0.000000, 0.000000);
  4905. uniform vec4 fc1040 = vec4(0.002216, 0.000000, 0.000000, 0.000000);
  4906. uniform vec4 fc1072 = vec4(1.200000, 0.000000, 0.000000, 0.000000);
  4907. uniform sampler2D tex0;
  4908. layout (location = 0) out vec4 ocol;
  4909.  
  4910. void main()
  4911. {
  4912. r0.zw = tc0.xxxy.zw;
  4913. r0.xy = clamp((r0.zwzz + fc32.xyxx), 0.0, 1.0).xy;
  4914. h0 = texture(tex0, r0.xy);
  4915. r1 = (h0 * fc80.xxxx);
  4916. r0.xy = clamp((r0.zwzz + fc112.xyxx), 0.0, 1.0).xy;
  4917. h0 = texture(tex0, r0.xy);
  4918. r1 = (h0 * fc160.xxxx + r1);
  4919. r0.xy = clamp((r0.zwzz + fc192.xyxx), 0.0, 1.0).xy;
  4920. h0 = texture(tex0, r0.xy);
  4921. r1 = (h0 * fc240.xxxx + r1);
  4922. r0.xy = clamp((r0.zwzz + fc272.xyxx), 0.0, 1.0).xy;
  4923. h0 = texture(tex0, r0.xy);
  4924. r1 = (h0 * fc320.xxxx + r1);
  4925. r0.xy = clamp((r0.zwzz + fc352.xyxx), 0.0, 1.0).xy;
  4926. h0 = texture(tex0, r0.xy);
  4927. r1 = (h0 * fc400.xxxx + r1);
  4928. r0.xy = clamp((r0.zwzz + fc432.xyxx), 0.0, 1.0).xy;
  4929. h0 = texture(tex0, r0.xy);
  4930. r1 = (h0 * fc480.xxxx + r1);
  4931. r0.xy = clamp((r0.zwzz + fc512.xyxx), 0.0, 1.0).xy;
  4932. h0 = texture(tex0, r0.xy);
  4933. r1 = (h0 * fc560.xxxx + r1);
  4934. r0.xy = clamp((r0.zwzz + fc592.xyxx), 0.0, 1.0).xy;
  4935. h0 = texture(tex0, r0.xy);
  4936. r1 = (h0 * fc640.xxxx + r1);
  4937. r0.xy = clamp((r0.zwzz + fc672.xyxx), 0.0, 1.0).xy;
  4938. h0 = texture(tex0, r0.xy);
  4939. r1 = (h0 * fc720.xxxx + r1);
  4940. r0.xy = clamp((r0.zwzz + fc752.xyxx), 0.0, 1.0).xy;
  4941. h0 = texture(tex0, r0.xy);
  4942. r1 = (h0 * fc800.xxxx + r1);
  4943. r0.xy = clamp((r0.zwzz + fc832.xyxx), 0.0, 1.0).xy;
  4944. h0 = texture(tex0, r0.xy);
  4945. r1 = (h0 * fc880.xxxx + r1);
  4946. r0.xy = clamp((r0.zwzz + fc912.xyxx), 0.0, 1.0).xy;
  4947. h0 = texture(tex0, r0.xy);
  4948. r1 = (h0 * fc960.xxxx + r1);
  4949. r0.xy = clamp((r0.zwzz + fc992.xyxx), 0.0, 1.0).xy;
  4950. h0 = texture(tex0, r0.xy);
  4951. r0 = (h0 * fc1040.xxxx + r1);
  4952. h0 = (r0 * fc1072.xxxx);
  4953. ocol = h0;
  4954. }
  4955.  
  4956. [W : PPU[1] Thread (CPUThread)[0x0055f034]]: cellResc warning: cellRescAdjustAspectRatio(horizontal=1.000000, vertical=1.000000)
  4957. [E : PPU[17] Thread (FileIOThread)[0x0035f04c]]: sys_fs error: "/dev_hdd0/game/NPEB00173/USRDIR/common/common2_en.gz" not found! flags: 0x00000000
  4958. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: sceNpTrophy warning: sceNpTrophyRegisterContext(context=0, handle=0, statusCb_addr=0x37b318, arg_addr=0x0, options=0x1)
  4959. [E : PPU[1] Thread (CPUThread)[0x00561070]]: TODO: cellSpursReadyCountStore
  4960. [E : PPU[1] Thread (CPUThread)[0x00561034]]: TODO: cellSpursWakeUp
  4961. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROPCONF.SFM')
  4962. [W : PPU[17] Thread (FileIOThread)[0x0035f04c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB00173/USRDIR/common/common2.gz"): fd = 105
  4963. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\ICON0.PNG')
  4964. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP000.PNG')
  4965. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP001.PNG')
  4966. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP002.PNG')
  4967. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP003.PNG')
  4968. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP004.PNG')
  4969. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP005.PNG')
  4970. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP006.PNG')
  4971. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP007.PNG')
  4972. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP008.PNG')
  4973. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP009.PNG')
  4974. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP010.PNG')
  4975. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP011.PNG')
  4976. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP012.PNG')
  4977. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP013.PNG')
  4978. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP014.PNG')
  4979. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP015.PNG')
  4980. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP016.PNG')
  4981. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP017.PNG')
  4982. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP018.PNG')
  4983. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROP019.PNG')
  4984. [W : PPU[104] Thread (TrophyUnlockThread)[0x00571004]]: vfsLocalFile::Create('D:\Rpcs3\dev_hdd0\home\00000001\trophy\NPWR01018_00\TROPUSR.DAT')
  4985. [W : PPU[17] Thread (FileIOThread)[0x0035f01c]]: sys_fs warning: cellFsClose(fd=105)
  4986.  
  4987.  
  4988. Closing here
  4989.  
  4990. [W : Surmixer Thread]: ExecAsCallback(wait=true) aborted
  4991. [W : SPU[23] Thread (_synth2 Thread)[0x000093d4]]: sys_spu_thread_receive_event(spuq=0x1012000) aborted
  4992. [W : Surmixer Thread]: Surmixer aborted
  4993. [W : PPU[88] Thread (WorkerThread)[0x000d8734]]: sys_event_queue_receive(equeue=87) aborted
  4994. [W : PPU[79] Thread (spu_printf_handler)[0x0025e168]]: sys_event_queue_receive(equeue=78) aborted
  4995. [W : PPU[34] Thread (SoundBgmThread)[0x0002f474]]: sys_cond_wait(id=19) aborted
  4996. [W : PPU[30] Thread (SoundSeThread)[0x000303dc]]: sys_cond_wait(id=19) aborted
  4997. [W : Audio Thread]: Audio aborted
  4998. [W : PPU[35] Thread (Surmixer Callback)[0x00030ddc]]: sys_cond_signal_all(id=19) aborted
  4999. [! : RSXThread]: RSX thread exit...
  5000. [!]: Mutex(18) was owned by thread 35 (recursive=1)
  5001. [!]: Mutex(18) was waited by thread 34
  5002. [!]: Closing memory...
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