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Game title |
Version |
Latest Report |
Message |
FIFA 14 - Es |
v1.17.1 |
2024-04-23 |
Unknown GetPointerWrite ffff0033 PC 08ae6d38 LR 08ae6d60 |
FIFA 14 - Es |
v1.17.1 |
2024-04-21 |
Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59aec |
FIFA 14 - Es |
v1.10.3 |
2024-04-14 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0895ad74 |
FIFA 14 - Es |
v1.6.3 |
2024-03-21 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0000008e Tex TClamp TFuncRepl
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FIFA 14 - Es |
v1.17.1 |
2024-03-03 |
Unknown GetPointerWrite 00000014 PC 08ae6c70 LR 08ae6c9c |
FIFA 14 - Es |
v1.10.2 |
2024-02-29 |
Unknown GetPointer 00000000 PC 08b00d30 LR 08b00d30 |
FIFA 14 - Es |
v1.6.3 |
2024-02-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0000d002 Tex TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147569052 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147557848 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=09564440, pos=1, access=1, data=2, text=2 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d853c4, pos=1, access=1, data=1, text=1 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508272 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149087756 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145670968 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151001840 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 900 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146383100 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148444536 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1 |
FIFA 14 - Es |
v1.10.2 |
2024-01-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=08dd5138, pos=0, access=1, data=2, text=2 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 41080000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 43310000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 432b0000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 42c20000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 43880000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 43f00000 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 005fd6fe |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
WriteToHardware: Invalid address deae2eef near PC 0802e900 LR eadbeef0 |
FIFA 14 - Es |
v1.16.6-766-g8aa44b7e1 |
2024-01-18 |
MIPSCompileOp: Invalid instruction 0000009f |
FIFA 14 - Es |
v1.16.6 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest >
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
|
FIFA 14 - Es |
v1.16.6 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
dif |
FIFA 14 - Es |
v1.16.6 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
001c1a96:0500d422 Tex TexAlpha Double WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c1a96:0500d422 Tex TexAlpha Double WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA;
fragColor0 = vec4(v.rgb, 0.0);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
|
FIFA 14 - Es |
v1.16.6 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
00180000:0000d422 Tex TexAlpha Double TFuncMod AlphaTest >
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0000d422 Tex TexAlpha Double TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
|
FIFA 14 - Es |
v1.16.6 |
2023-11-04 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
FIFA 14 - Es |
v1.16.6 |
2024-03-17 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d1c in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d18 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d14 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d10 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d0c in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d08 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 063b2e90 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d04 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Branch in Jump delay slot at 093a0d00 in block starting at 093a0594 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
MIPSCompileOp: Invalid instruction 0021f338 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d14 in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d10 in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d0c in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 06368630 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d08 in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 063e38c0 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d04 in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 04e83880 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Branch in Jump delay slot at 093a0d00 in block starting at 0939ff34 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 06475980 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 04e82b40 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 04e82700 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 04e822c0 |
FIFA 14 - Es |
v1.16.6 |
2023-10-15 |
Jump to invalid address: 04e81e80 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e81a40 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e81600 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e811c0 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e80d80 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
MIPSCompileOp: Invalid instruction 000051f8 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e80940 |
FIFA 14 - Es |
v1.16.6 |
2023-10-13 |
Jump to invalid address: 04e80500 |
FIFA 14 - Es |
v1.16.3 |
2023-09-30 |
Unknown GetPointerWrite 00000001 PC 08dec250 LR 08dec264 |
FIFA 14 - Es |
v1.15.3 |
2023-09-23 |
Error in shader compilation: info: Compile failed.
WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised
WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
i |
FIFA 14 - Es |
v1.15.3 |
2023-09-23 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@77' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(no |
FIFA 14 - Es |
v1.15.3 |
2023-09-23 |
Error in shader compilation: info: Compile failed.
001c1a96:0500d002 Tex WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c1a96:0500d002 Tex WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA;
fragColor0 = vec4(v.rgb, 0.0);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
|
FIFA 14 - Es |
v1.15.3 |
2023-09-23 |
Error in shader compilation: info: Compile failed.
00180000:0000d002 Tex TFuncMod AlphaTest >
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0000d002 Tex TFuncMod AlphaTest >
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
|
FIFA 14 - Es |
v1.16.3 |
2023-09-23 |
Unknown GetPointerWrite ffff005b PC 08abc954 LR 08abc96c |
FIFA 14 - Es |
v1.17.1 |
2024-04-14 |
Can't draw: No current render step. Step count: 0 |
FIFA 14 - Es |
v1.15.4 |
2023-09-13 |
Jump to invalid address: 03a00000 |
FIFA 14 - Es |
v1.15.4 |
2023-09-13 |
Jump to invalid address: 06303c70 |
FIFA 14 - Es |
v1.15.4 |
2023-09-13 |
Branch in Jump delay slot at 09d0d5f0 in block starting at 09d0d5e4 |
FIFA 14 - Es |
v1.15.4 |
2023-09-13 |
Jump to invalid address: 03a49590 |
FIFA 14 - Es |
v1.15.4 |
2023-09-13 |
Jump to invalid address: 06bd23d0 |
FIFA 14 - Es |
v1.17.1 |
2024-02-18 |
Unknown GetPointerWrite 0000000c PC 08abc954 LR 08abc96c |
FIFA 14 - Es |
v1.15.4 |
2023-09-08 |
Unknown GetPointerWrite ffff002f PC 08abc954 LR 08abc96c |
FIFA 14 - Es |
v1.15.4 |
2023-09-08 |
Unknown GetPointerWrite ffff0037 PC 08ae6c70 LR 08ae6c9c |
FIFA 14 - Es |
v1.15.4 |
2023-09-08 |
Unknown GetPointerWrite 1c546e23 PC 08abc954 LR 08abc96c |
FIFA 14 - Es |
v1.15.4 |
2023-08-29 |
Unknown GetPointerWrite 00000014 PC 08ae56f0 LR 08ae5708 |
FIFA 14 - Es |
v1.15.4 |
2023-07-26 |
ReadFromHardware: Invalid address b8003ee8 near PC b8003ee8 LR 08abc15c |
FIFA 14 - Es |
v1.15.4 |
2023-07-26 |
Unknown GetPointer 000000d4 PC 08ac0fac LR 08ac1044 |
FIFA 14 - Es |
v1.15.4 |
2023-07-26 |
Unknown GetPointerWrite 000000b8 PC 08ae6c70 LR 08ae6c9c |
FIFA 14 - Es |
v1.15.4 |
2023-07-24 |
Block transfer invalid: 09e898a0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
FIFA 14 - Es |
v1.15.4 |
2023-07-24 |
Texture cache ran out of GPU memory; switching to low memory mode |
FIFA 14 - Es |
v1.15.4 |
2023-07-24 |
Block transfer invalid: 09e6fc20/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
FIFA 14 - Es |
v1.15.4 |
2023-07-18 |
Unknown GetPointerWrite ffff0037 PC 08ae6d38 LR 08ae6d60 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Branch in JumpReg delay slot at 09ffe994 in block starting at 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Branch in JumpReg delay slot at 09ffe990 in block starting at 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Jump to invalid address: 03a471c0 PC 09ffe990 LR 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Branch in Jump delay slot at 09ffe98c in block starting at 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Jump to invalid address: 07ffa5f0 PC 09ffe98c LR 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Jump to invalid address: 07ffa570 PC 09ffe96c LR 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
MIPSCompileOp: Invalid instruction 00006469 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Jump to invalid address: 03a471c0 PC 09ffe950 LR 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Branch in Jump delay slot at 09ffe94c in block starting at 09ffe900 |
FIFA 14 - Es |
v1.12.3 |
2023-07-02 |
Jump to invalid address: 04e6c0c0 PC 09ffe94c LR 09ffe900 |