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| Game title |
Version |
Latest Report |
Message |
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T Tex Flat
#version 300 es
precision highp float;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000000
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 00000000:00000108 HWX C
#version 300 es
precision highp float;
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0001d000 Flat AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
flat in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000002 THR Flat
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#version 300 es
precision highp float;
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 vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000001 Clear
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200000 Fog
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
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;
}
vs: 00000000:0000010c HWX C Fog
#version 300 es
precision highp float;
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:0000091c HWX C T Fog Tex Flat
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00200000 Fog Flat
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
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;
}
vs: 40000000:00000104 HWX Fog Flat
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.6.3 |
2026-05-01 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| Assassin's Creed: Bloodlines™ |
v1.20.3 |
2026-05-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bea674, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.20.3 |
2026-05-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bea674, 4, 00000000, 0) |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384 |
| eFootball PES 2021 By GABRIEL |
v1.9.4 |
2026-05-01 |
Unknown GetPointer 01f9cb20 PC 08849a48 LR 0884a928 |
| EFOOTBALL 26 PPSSPP BY SPARTAN |
v1.20.3 |
2026-05-01 |
BREAK instruction hit |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2026-05-01 |
Unknown GetPointer deae2537 PC 0881c428 LR 0881c438 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147243972 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148581032 |
| Disney•Pixar UP |
v1.20.3 |
2026-05-01 |
__KernelStopThread: thread 1248 does not exist (helper deleted) |
| EA-Sports FC PC-V |
v1.13.1 |
2026-05-01 |
Unknown GetPointer 00a3088e PC 0881c428 LR 0881c438 |
| WWE'12 |
v1.11.3 |
2026-05-01 |
ReadFromHardware: Invalid address d6ffffff near PC d6ffffff LR 08c5247c |
| WWE 2K25 V1.00 BY MANIASVR |
v1.18.1 |
2026-05-01 |
Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.12.3 |
2026-05-01 |
ReadFromHardware: Invalid address 2fff0000 near PC 2fff0000 LR 2fff0000 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
MIPSCompileOp: Invalid instruction 4648f638 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
MIPSCompileOp: Invalid instruction 4651d000 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
MIPSCompileOp: Invalid instruction 464e25ae |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
ReadFromHardware: Invalid address 0a006785 near PC 08b8a8f0 LR 00000000 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
MIPSCompileOp: Invalid instruction 00020cff |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.8.0 |
2026-05-01 |
MIPSCompileOp: Invalid instruction 44634000 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-05-01 |
Unknown GetPointer a54e1715 PC 0888d3fc LR 0888d40c |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Can't draw: No current render step. Step count: 0 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
ReadFromHardware: Invalid address deadbeef near PC deadbeef LR deadbeef |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite deadbeef PC 0885eef8 LR 08824f70 |
| Tenchu: Shadow Assassins |
v1.18.1 |
2026-05-01 |
WriteToHardware: Invalid address 00000d0b near PC 08000000 LR 08000000 |
| Tenchu: Shadow Assassins |
v1.18.1 |
2026-05-01 |
WriteToHardware: Invalid address 000000ab near PC 08000000 LR 08000000 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093e8670): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093edc90): duplicate handler |
| RZKFootball26 JRplay - Rizzkiik (Bundesliga) |
v1.20.3 |
2026-05-01 |
Savedata version requested: 3 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09424200): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092aa9e0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093b9780): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094414d0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a7620): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094118e0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-05-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093f7d50): duplicate handler |
| World Soccer Winning Eleven 9 |
v1.9.4 |
2026-05-01 |
Unimplemented HLE function sceKernelFindModuleByUID |
| World Soccer Winning Eleven 9 |
v1.9.4 |
2026-05-01 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
| World Soccer Winning Eleven 9 |
v1.9.4 |
2026-05-01 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
| World Soccer Winning Eleven 9 |
v1.9.4 |
2026-05-01 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| World Soccer Winning Eleven 9 |
v1.9.4 |
2026-05-01 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in branch delay slot at 0882e960 with different target |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in branch delay slot at 0882e95c with different target |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in branch delay slot at 0882e958 with different target |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
MIPSCompileOp: Invalid instruction d150fac0 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
MIPSCompileOp: Invalid instruction 7cb00f90 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
MIPSCompileOp: Invalid instruction 7ff01950 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
MIPSCompileOp: Invalid instruction 7e90f930 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in branch delay slot at 088227f0 with different target |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in branch delay slot at 088227ec with different target |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
MIPSCompileOp: Invalid instruction 71b0ec50 |
| PES 2014 |
v1.20.3 |
2026-05-01 |
Unexpected mpeg first timestamp: 593f3d01191 / 6133008830865 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite 000000de PC 0885eef8 LR 08824f70 |
| 仮面ライダー 超クライマックスヒーローズ |
v1.20.3 |
2026-05-01 |
UNTESTED sceNetAdhocGetSocketAlert(1, 09fbf9fc) at 0888c114 |
| 仮面ライダー 超クライマックスヒーローズ |
v1.20.3 |
2026-05-01 |
UNTESTED sceNetAdhocGetSocketAlert(1, 09fbf9ec) at 0888c114 |
| 仮面ライダー 超クライマックスヒーローズ |
v1.20.3 |
2026-05-01 |
UNTESTED sceNetAdhocSetSocketAlert(1, 00000000) at 0888c120 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite 000000de PC 0885eac0 LR 08826080 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
ReadFromHardware: Invalid address 4f13c34d near PC 4f13c34d LR 4f13c34d |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite 8af4e08c PC 0885eef8 LR 08824f70 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointer 0a003330 PC 0885eef8 LR 08824f70 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite 00000888 PC 0885eef8 LR 08824f70 |
| WWE SmackDown vs. RAW 2010 |
v1.8.0 |
2026-05-01 |
sceDmacMemcpy(dest=0416b0c0, src=0960ddf0, size=65552): overlapping read |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in RSZeroComp delay slot at 088227f4 in block starting at 088227f0 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in Jump delay slot at 088227f0 in block starting at 088227f0 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in RSZeroComp delay slot at 088227f4 in block starting at 088227e8 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in Jump delay slot at 088227f0 in block starting at 088227e8 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Jump to invalid address: 03c03300 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in Jump delay slot at 088227ec in block starting at 088227e8 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Jump to invalid address: 00002880 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Branch in Jump delay slot at 088227e8 in block starting at 088227e8 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Jump to invalid address: 06402700 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
ReadFromHardware: Invalid address fffffff0 near PC fffffff0 LR fffffff0 |
| Capcom® Classics Collection Remixed |
v1.17.1-334-g1786a4ddb |
2026-05-01 |
Unknown GetPointerWrite 47e75e40 PC 0885eef8 LR 08824f70 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
RET: Stack empty! |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| PES eFOOTBALL 2026 JRplay |
v1.10.3 |
2026-05-01 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |