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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