Hi,
Im just startin here. And Don't know yet the right place to post exactly wherever it belongs.
But since its a bug, and i need support or it is, at least, for some reporting issue from the emulator.
There it goes:
Trying to execute "New Super Mario Bros" with the lastest realese it gives me:
Here is the Log:
- It doesn't happen using the Stable 3.5 x86 version
- It doesn't happen with some other games.
Im just startin here. And Don't know yet the right place to post exactly wherever it belongs.
But since its a bug, and i need support or it is, at least, for some reporting issue from the emulator.
There it goes:
Trying to execute "New Super Mario Bros" with the lastest realese it gives me:
Here is the Log:
Quote: #version 150Additional Informations:
#define ATTRIN in
#define ATTROUT out
#define VARYIN centroid in
#define VARYOUT centroid out
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac fract
#define lerp mix
#define COLOROUT(name) out vec4 name;
#define texture2DRect(samp, uv) texelFetch(samp, ivec2(floor(uv)), 0)
#define sampler2DRect sampler2D
//Pixel Shader for TEV stages
//1 TEV stages, 0 texgens, 0 IND stages
float fmod( float x, float y )
{
float z = fract( abs( x / y) ) * abs( y );
return (x < 0.0) ? -z : z;
}
uniform sampler2D samp0;
uniform sampler2D samp1;
uniform sampler2D samp2;
uniform sampler2D samp3;
uniform sampler2D samp4;
uniform sampler2D samp5;
uniform sampler2D samp6;
uniform sampler2D samp7;
layout(std140) uniform PSBlock {
float4 color[4] ;
float4 k[4] ;
float4 alphaRef[1] ;
float4 texdim[8] ;
float4 czbias[2] ;
float4 cindscale[2] ;
float4 cindmtx[6] ;
float4 cfog[3] ;
float4 cPLights[40] ;
float4 cPmtrl[4] ;
};
COLOROUT(ocol0)
VARYIN float4 colors_02;
VARYIN float4 colors_12;
VARYIN float3 uv0_2;
VARYIN float3 uv1_2;
VARYIN float3 uv2_2;
VARYIN float3 uv3_2;
VARYIN float3 uv4_2;
VARYIN float3 uv5_2;
VARYIN float3 uv6_2;
VARYIN float3 uv7_2;
VARYIN float4 clipPos_2;
layout(early_fragment_tests) in;
void main()
{
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float alphabump=0.0f;
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
float4 rawpos = gl_FragCoord;
float4 colors_0 = colors_02;
float4 colors_1 = colors_12;
float4 clipPos = clipPos_2;
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
float3 uv0 = float3(0.0f, 0.0f, 0.0f);
// TEV stage 0
textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);
cc0 = frac(c0 * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = clamp(float3(1.0f, 1.0f, 1.0f)*(cc0.rgb), 0.0f, 1.0f);
// alpha combine
prev.a = clamp(float4(0.0f, 0.0f, 0.0f, 0.0f).a, 0.0f, 1.0f);
// TEV done
float zCoord = rawpos.z;
ocol0 = prev;
}
Fragment shader failed to compile with the following errors:
WARNING: 1:41: warning(#327) GLSL version 1.5 or extension 'GL_ARB_shader_image_load_store' is required for early_fragment_testsERROR: 1:41: error(#323) layout should apply to uniform or in or out.
ERROR: error(#273) 1 compilation errors. No code generated
- It doesn't happen using the Stable 3.5 x86 version
- It doesn't happen with some other games.