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| Game title |
Version |
Latest Report |
Message |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-12-03 |
00000000=sceUtilityScreenshotInitStart(09caa008) |
| eFootball SAN JOE |
v1.10.3 |
2025-12-03 |
Error in shader compilation: info: 0:459: S0001: No matching overload for function 'mix' found
postshader
#ifdef GL_ES
precision mediump float;
#endif
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower |
| DBS TTT LATINO - LOS IJUE30S |
v1.13.2 |
2025-12-03 |
ReadFromHardware: Invalid address 0ac45b31 near PC 08a552d0 LR 08a552d0 |
| MONSTER HUNTER FREEDOM™ 2 |
v1.18.1 |
2025-12-03 |
sceDmacMemcpy(dest=0414e000, src=09417750, size=211232): overlapping read |
| eFootball Chelito 19 |
v1.16.6 |
2025-12-03 |
Unknown GetPointerWrite 00001b2d PC 08872bb4 LR 08872c1c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18 |
2025-12-03 |
MIPSCompileOp: Invalid instruction 427dc77f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18 |
2025-12-03 |
MIPSCompileOp: Invalid instruction b193fa4f |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.11 |
2025-12-03 |
Unknown GetPointer 0000b000 PC 0881c428 LR 0881c438 |
| eFootball Chelito 19 |
v1.12.2 |
2025-12-03 |
Invalid VFPU swizzle: 000000b1: 1 / 1 at PC = 089ba584 (vsrt1.s S231, S000) |
| eFootball Chelito 19 |
v1.12.2 |
2025-12-03 |
MIPSCompileOp: Invalid instruction b04300ff |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c7a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08abd924 / 08abd9f4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c9c4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08844c24 / 08944c70 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0881d13c, type=14 : jal ->$000088f0 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881ca00 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881e9ec |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c9cc |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c9a8 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08870d88 / 09070da0 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00410006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00030006, hi=08010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00010006, hi=20010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08ab12fc / 08ab146c |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/0 pair (instead of LO16) at 08ab12fc / 0aab13c4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00000006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c994 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/14 pair (instead of LO16) at 08870d88 / 08870d94 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c9f4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08945324 / 08945364 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00010006, hi=00100005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00400006, hi=00000005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c754 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0881cfe4, type=12 : jal ->$001dcfd0 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00011006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00010006, hi=08010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=04010006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00014086, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08abd924 / 08abd92c |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=04010006, hi=20010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=20010006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=80000006, hi=00000005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00010006, hi=00010105 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00110006, hi=00010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00011006, hi=20010005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08aad8c8, type=13 : mul.s f20, f20, f12 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=00010006, hi=40010025 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c990 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08a64ff4, type=12 : jal ->$003619bc |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08844c24 / 08944c5c |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08844c24 / 08944c38 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 08844c24 / 08944c4c |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c768 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=40000006, hi=01000105 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08a643dc, type=12 : jal ->$0025da28 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881c978 / 0881c984 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 00018728, skipping reloc, type = 4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c7d8 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 0ca5cd58, skipping reloc, type = 4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/LO16 with mismatching r_info lo=40001006, hi=00000005 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 3081c878, skipping reloc, type = 4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 002ac49c, skipping reloc, type = 4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c7b4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 00018800, skipping reloc, type = 5 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
ELF relocation HI16/4 pair (instead of LO16) at 0881d73c / 0881c748 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 10ab0554, skipping reloc, type = 4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 0011887c, skipping reloc, type = 6 |
| Grand Theft Auto: Vice City Stories |
v1.18.1-353-gcc9a25cffa |
2025-12-03 |
Suspicious address 0025ac64, skipping reloc, type = 4 |
| Crash™ Tag Team Racing |
v1.10.3 |
2025-12-03 |
Jump to invalid address: 03a525c0 |
| Crash™ Tag Team Racing |
v1.10.3 |
2025-12-03 |
Jump to invalid address: 02ff2290 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbbf170 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbbee70 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbbed70 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 070bea60 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
MIPSCompileOp: Invalid instruction 71ef5c9c |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbdbe70 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbdbb70 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbdba70 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 070db760 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
Jump to invalid address: 0bbdb970 |
| eFootball PC - V. |
v1.11.3 |
2025-12-03 |
MIPSCompileOp: Invalid instruction 71e49998 |
| eFootball Chelito 19 |
v1.10.3-1207-ge01d53870 |
2025-12-03 |
Error in shader compilation: info: 0:1: L0001: Unknown character ''(20)
0:1: L0001: Unknown character '�'(161)
0:1: L0001: Unknown character ''(20)
0:1: L0001: Unknown character '�'(161)
0:3: P0001: #endif directive found outside if-section
0:1: L0001: Typename expected, found '�='
0:1: L0001: Expected token ';', found 'identifier'
thin3d
�=�pC�L_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
void main() { gl_FragColor = oColor0; }
|
| EA-Sports FC Lop-Play |
v1.8.0 |
2025-12-03 |
Unknown GetPointer 00000040 PC 08824cf4 LR 088113dc |
| EA-Sports FC Lop-Play |
v1.11.3 |
2025-12-03 |
Unknown GetPointer ec94018b PC 0888d3fc LR 0888d40c |
| eFootball Lop - Play |
v1.11.3 |
2025-12-03 |
Unknown GetPointer 00000000 PC 08863d6c LR 08849a58 |
| Disney•Pixar UP |
v1.13.2 |
2025-12-03 |
__KernelStopThread: thread 1052 does not exist |
| eFootball PC - V. |
v1.14.2 |
2025-12-03 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720 |
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:58: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
01100000:00000b35 HWX T N LM Fog Tex Light: 0: c:0 t:0 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:38: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:42: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000b3c HWX C T N Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:41: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:37: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:59: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:60: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
01100000:00000b35 HWX T N LM Fog Tex Light: 0: c:0 t:0 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
in vec3 h_normal;
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);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = worldnormal*0.5+0.5;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:39: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:40: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:43: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:00000b3c HWX C T N Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
in vec3 h_normal;
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);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = worldnormal*0.5+0.5;
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:42: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:43: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:38: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:39: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| SBK-07 |
v1.11.2-917-g89e70c319 |
2025-12-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| OUTRUN 2006: COAST 2 COAST |
v1.18.1 |
2025-12-03 |
VTYPE with morph used: THRU=0 TC=2 COL=7 POS=3 NRM=1 WT=0 NW=1 IDX=0 MC=4 |