To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-04-26 |
Unknown GetPointer 003a3530 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-04-23 |
Unknown GetPointer 001a0f10 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-04-09 |
Unknown GetPointer 0053483f PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.14.4 |
2024-04-05 |
Unknown GetPointer aa3a0fa8 PC 08849a40 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2024-04-01 |
Unknown GetPointer 004c3c43 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-31 |
Bad SAS Mix output address: 08b26f00, grain=164325136 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-31 |
Unknown GetPointer 00263627 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-29 |
ReadFromHardware: Invalid address 00000024 near PC 00000024 LR 00000024 |
Pro Evolution Soccer 2013 |
v1.17 |
2024-03-25 |
80420014=__sceSasCore(08bb3c40, f2b4ef00): invalid address |
Pro Evolution Soccer 2013 |
v1.17 |
2024-03-25 |
80420014=__sceSasCore(08bb3c40, f2b4eb00): invalid address |
Pro Evolution Soccer 2013 |
v1.17 |
2024-03-25 |
Unknown GetPointer 68098d96 PC 08816078 LR 08816080 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-18 |
Unknown GetPointer 000046b0 PC 0881c410 LR 0881c420 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-15 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002) |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-15 |
sceIoChstat: change attr to 0000 requested |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-03-08 |
Unknown GetPointerWrite 11d27780 PC 0884c208 LR 08820e70 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-29 |
Jump to invalid address: 0ec00020 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-28 |
MIPSCompileOp: Invalid instruction 4c24fce6 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-28 |
Branch in Jump delay slot at 098b9800 in block starting at 098b1000 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-27 |
Waiting thread for 12 that was already waiting for 12 |
Pro Evolution Soccer 2013 |
v1.14.2 |
2024-02-24 |
UI scissor out of bounds in GameSettingsScreen: 274,0-1316,721 / 1600,720 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-20 |
Unknown GetPointer 345ed580 PC 0884d79c LR 0884d7bc |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-19 |
Unknown GetPointerWrite 00000000 PC 08824a4c LR 088113c4 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2024-02-19 |
UI scissor out of bounds in GamePauseScreen: 0,12-1023,333 / 960,576 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-18 |
ReadFromHardware: Invalid address 73002500 near PC 73002500 LR 0888d4a4 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-18 |
Unknown GetPointerWrite 4f9486ee PC 0888d570 LR 0888d580 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-18 |
Unknown GetPointerWrite 023729ec PC 0888d570 LR 0888d580 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-18 |
Unknown GetPointer 00000000 PC 08871514 LR 08871558 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-02-15 |
Unknown GetPointer 007a4838 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2024-02-14 |
Unknown GetPointer 00220000 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2024-02-14 |
Unknown GetPointer 00260000 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.15.3 |
2024-02-06 |
ReadFromHardware: Invalid address 127cd628 near PC 127cd628 LR 127cd628 |
Pro Evolution Soccer 2013 |
v1.12.3 |
2024-01-22 |
Utility access thread still running, state: shutting down, dialog=1/1 |
Pro Evolution Soccer 2013 |
v1.12.3 |
2024-01-22 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000 |
Pro Evolution Soccer 2013 |
v1.12.3 |
2024-01-22 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000 |
Pro Evolution Soccer 2013 |
v1.12.3 |
2024-01-22 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04110000/04198000 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2024-01-09 |
Unknown GetPointer 0e29abda PC 08efa0c0 LR 08efa0d0 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2024-01-07 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
Pro Evolution Soccer 2013 |
v1.13.2 |
2023-12-30 |
ReadFromHardware: Invalid address 1396eb9c near PC 0884a898 LR 08849a4c |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-27 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
Pro Evolution Soccer 2013 |
v1.14.1 |
2023-12-24 |
UI scissor out of bounds in GamePauseScreen: 163,10-101,595 / 604,272 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2023-12-24 |
UI scissor out of bounds in GamePauseScreen: 22,10-136,595 / 604,272 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2023-12-24 |
UI scissor out of bounds in GamePauseScreen: 989,4-336,118 / 604,272 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2023-12-24 |
UI scissor out of bounds in GamePauseScreen: 50,4-929,118 / 604,272 |
Pro Evolution Soccer 2013 |
v1.11.2 |
2023-12-22 |
Unknown GetPointer 00000000 PC 08849a34 LR 08849a40 |
Pro Evolution Soccer 2013 |
v1.14.4 |
2023-12-20 |
80630006=sceAtracSetDataAndGetID(095c8ac0, 000f9e94): invalid RIFF header |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-17 |
ReadFromHardware: Invalid address 94270564 near PC 94270564 LR 0887adbc |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-17 |
Unknown GetPointer 1390956e PC 0884d79c LR 0884d7bc |
Pro Evolution Soccer 2013 |
v1.15.3 |
2023-12-13 |
ReadFromHardware: Invalid address 12684090 near PC 12684090 LR 12684090 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Unknown GetPointer cc3421a6 PC 0881606c LR 08816080 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200000 Fog Flat FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found
ERROR: 0:83: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].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_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + v |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-13 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
Pro Evolution Soccer 2013 |
v1.15.3 |
2023-12-12 |
ReadFromHardware: Invalid address 127cdd68 near PC 127cdd68 LR 127cdd68 |
Pro Evolution Soccer 2013 |
v1.17.1 |
2024-04-13 |
Can't draw: No current render step. Step count: 0 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-08 |
Unknown GetPointer 00000020 PC 08815fa8 LR 08815fbc |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-06 |
Unexpected mpeg first timestamp: 4e0000 / 5111808 |
Pro Evolution Soccer 2013 |
v1.16.6 |
2023-12-07 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000c |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075014e8 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07501510 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 074c7f40 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07501200 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075014e4 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075011c0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07501530 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 073fb800 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500ec0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075010f0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 073fcc00 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075010e8 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 074fc6e0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 021c0180 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500db0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500e60 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500dd0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 073ed300 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
MIPSCompileOp: Invalid instruction 00002515 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500da8 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500c20 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500da0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500dc0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
MIPSCompileOp: Invalid instruction 000003f7 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075014e0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07501130 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07501110 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 075010e0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500da4 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 0754eb00 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500b60 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07404800 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 0510cd50 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07400004 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500ae0 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500860 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
Jump to invalid address: 07500b10 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
MIPSCompileOp: Invalid instruction 01000101 |
Pro Evolution Soccer 2013 |
v1.7.5 |
2023-12-02 |
MIPSCompileOp: Invalid instruction 00010101 |