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Game title |
Version |
Latest Report |
Message |
eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2024-12-07 |
Error in shader program link: info: (unknown reason)
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
/*
AA shader 4.o / AA shader 4.o - filtro
Copyright (C) 2014 guest(r) - [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Modified as video aware smoothing effect for PPSSPP.
// Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing.
// Also auto translation fails with bool uniform, which is why u_video is defined as float.
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
uniform float u_video;
//===========
varying vec2 v_texcoord0;
const vec3 dt = vec3(1.0,1.0,1.0);
vec3 texture2d (vec2 texcoord) {
float scale = 1.0;
if (u_video==1.0){
scale = 2.0;
} else {
scale = 7.0;
}
vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale;
vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale;
vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz;
vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz;
vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz;
vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz;
float m1=dot(abs(s00-s22),dt)+0.001;
float m2=dot(abs(s02-s20),dt)+0.001;
return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
}
vec3 texture2dd (vec2 texcoord) {
float scale = 1.0;
if (u_video==1.0){
scale = 2.0;
} else {
scale = 7.0;
}
vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale;
vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale;
vec3 c11 = texture2D(sampler0, texcoord ).xyz;
vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz;
vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz;
vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz;
vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz;
vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz;
vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz;
vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz;
vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz;
float d1=dot(abs(c00-c22),dt)+0.001;
float d2=dot(abs(c20-c02),dt)+0.001;
float m1=dot(abs(s00-s22),dt)+0.001;
float m2=dot(abs(s02-s20),dt)+0.001;
vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2));
return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2));
}
void main() {
float scale = 7.0;
bool filtro = false;
if (u_video==1.0){
scale = 2.0;
filtro = true;
} else {
scale = 7.0;
filtro = false;
}
// Calculating texel coordinates
vec2 size = vec2(480.0,272.0)*scale;
vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale;
vec2 OGL2Pos = v_texcoord0 * size;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(inv_size.x,0.0);
vec2 dy = vec2(0.0, inv_size.y);
vec2 g1 = vec2(inv_size.x,inv_size.y);
vec2 g2 = vec2(-inv_size.x,inv_size.y);
vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size;
// Reading the texels
vec3 C0 = texture2d(pC4 - g1);
vec3 C1 = texture2d(pC4 - dy);
vec3 C2 = texture2d(pC4 - g2);
vec3 C3 = texture2d(pC4 - dx);
vec3 C4 = texture2d(pC4 );
vec3 C5 = texture2d(pC4 + dx);
vec3 C6 = texture2d(pC4 + g2);
vec3 C7 = texture2d(pC4 + dy);
vec3 C8 = texture2d(pC4 + g1);
vec3 ul, ur, dl, dr;
float m1, m2;
m1 = dot(abs(C0-C4),dt)+0.001 |
eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2024-12-07 |
Error in shader program link: info: (unknown reason)
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
/*
Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r)
Copyright (C) 2011-2015 Hyllian - [email protected]
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding
#define CornerB 0 //ON:1/OFF:0 / activate only one
#define CornerD 0 //ON:1/OFF:0
// CornerC //used as default if none of the above is defined
const float XBR_SCALE = 3.0;
const float lv2_cf = 2.0;
const float coef = 2.0;
const vec3 rgbw = vec3(14.352, 28.176, 5.472);
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
varying vec2 v_texcoord0;
// Difference between vector components.
vec4 df(vec4 A, vec4 B) {
return vec4(abs(A-B));
}
// Compare two vectors and return their components are different.
vec4 diff(vec4 A, vec4 B) {
return vec4(notEqual(A, B));
}
// Determine if two vector components are equal based on a threshold.
vec4 eq(vec4 A, vec4 B) {
return (step(df(A, B), eq_threshold));
}
// Determine if two vector components are NOT equal based on a threshold.
vec4 neq(vec4 A, vec4 B) {
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
}
float c_df(vec3 c1, vec3 c2) {
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
void main() {
bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x);
vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz;
// Let's skip the whole scaling if output size smaller than 1.6x of input size
if (upscale) {
vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
vec4 irlv0, irlv1, irlv2l, irlv2u;
vec4 fx, fx_l, fx_u; // inequations of straight lines.
vec2 pS = 1.0 / u_texelDelta.xy;
vec2 fp = fract(v_texcoord0.xy*pS.xy);
vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy;
vec2 dx = vec2(u_texelDelta.x,0.0);
vec2 dy = vec2(0.0,u_texelDelta.y);
vec2 y2 = dy + dy; vec2 x2 = dx + dx;
vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
vec4 delta_u = delta_l.yxwz;
vec3 A = texture2D(sampler0, TexCoord_0 -dx - |
God of War: Chains of Olympus |
v1.18.1 |
2024-12-07 |
Jump to invalid address: 061da200 |
God of War: Chains of Olympus |
v1.18.1 |
2024-12-07 |
Jump to invalid address: 062bc200 |
God of War®: Ghost of Sparta |
v1.18.1 |
2024-12-07 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00499998, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
英雄伝説 空の軌跡FC |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=04127800, src=08dde4e0, size=4096): overlapping read |
EA-Sports FC PC-V |
v1.11 |
2024-12-07 |
Unknown GetPointer 00000000 PC 08863d6c LR 08849a58 |
Toy Story 3 |
v1.17.1 |
2024-12-07 |
__KernelStopThread: thread 655 does not exist (helper deleted) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
80420014=__sceSasCoreWithMix(08b65a00, 6eddf440, 4096, 4096): invalid address |
eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2024-12-07 |
Unknown GetPointer 005f583f PC 0884d7b4 LR 0884d7d4 |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 0000a8d0): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(2, 08d4b180, 0000beb0): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 000085d0): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 0000c9a0): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 0000ff38): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 0000a010): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(2, 08d4b180, 0000af60): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 00012008): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(3, 08d4b180, 0000ae48): atracID uses different codec type than data |
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! |
v1.10.3 |
2024-12-07 |
80630007=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data |
Toy Story 3 |
v1.17.1 |
2024-12-07 |
__KernelStopThread: thread 525 does not exist (helper deleted) |
Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2024-12-07 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(6c65bcb, 54:9d:7c:8b:e5:74, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2024-12-07 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(6c65bcb, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.2 |
2024-12-07 |
80630006=sceAtracSetDataAndGetID(08c5e080, 00009800): invalid RIFF header |
Obscure: The Aftermath |
v1.11.3 |
2024-12-07 |
sceDmacMemcpy(dest=08437ec0, src=093969f0, size=81423): overlapping read |
eFootball Chelito 19 |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.10.2 |
2024-12-07 |
80630006=sceAtracSetDataAndGetID(08c74880, 0009a800): invalid RIFF header |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.6 |
2024-12-07 |
Branch in Jump delay slot at 09ea0380 in block starting at 09ea0000 |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103644! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 0010361c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 001035f4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 001035cc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103794! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103fa4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103f7c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103f54! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103f2c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104064! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 0010403c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104014! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103fec! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103fc4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00103f9c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00105170! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00105134! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 001050d0! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 0010506c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00105030! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104fcc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104f18! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104ea0! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.10.3 |
2024-12-07 |
Bad vertex address 00104e64! |
eFootball Chelito 19 |
v1.16.6 |
2024-12-07 |
Unknown GetPointer 2c5b4302 PC 0884d7b4 LR 0884d7d4 |
FIFA 14 |
v1.18.1 |
2024-12-07 |
Branch in JumpReg delay slot at 098cb414 in block starting at 098cb410 |
Ultimate Ghosts'n Goblins |
v1.18.1-162-gfe38e8822c |
2024-12-07 |
sceDmacMemcpy(dest=040e6800, src=092010c0, size=2048): overlapping read |
Obscure: The Aftermath |
v1.11.3 |
2024-12-07 |
sceDmacMemcpy(dest=0936ae60, src=09730c40, size=8192): overlapping read |
WWE SmackDown vs. RAW 2007 |
v1.6.3 |
2024-12-07 |
sceDmacMemcpy(dest=0412b570, src=092bbba0, size=65552): overlapping read |
Yu-Gi-Oh! GX Tag Force 3 |
v1.18.1-116-g2402eea4b1 |
2024-12-07 |
__KernelStopThread: thread 432 does not exist (helper deleted) |
MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=040cc000, src=09542c70, size=13440): overlapping read |
Pro Evolution Soccer 2014 |
v1.17.1 |
2024-12-07 |
Jump to invalid address: 02caef00 |
Pro Evolution Soccer 2014 |
v1.17.1 |
2024-12-07 |
MIPSCompileOp: Invalid instruction 4600b889 |
Pro Evolution Soccer 2014 |
v1.17.1 |
2024-12-07 |
An uneaten prefix at end of block: 08ffc418 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 26170638 PC 08d09d20 LR 08cd6754 |
TEKKEN DARK RESURRECTION |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=0863cc70, src=095ed480, size=97600): overlapping read |
ときめきメモリアル Girl's Side Premium 3 |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=08542440, src=099f9ac0, size=4096): overlapping read |
Virtua Tennis 3 |
v1.18.1 |
2024-12-07 |
80630011=sceAtracSetDataAndGetID(08ce6b80, 00000004): buffer too small |
MLB 11 The Show™ |
v1.18.1 |
2024-12-07 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (f6f2432a), bad data |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=08c78c80, src=084aad70, size=362496): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2024-12-07 |
Unknown GetPointer e8fcd068 PC 08a9ddd8 LR 0891ba48 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
WriteToHardware: Invalid address 00000e0e near PC 090663b8 LR 08000000 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
ReadFromHardware: Invalid address 00000c0c near PC 090663b0 LR 08000000 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 45564157 PC 08a02a0c LR 08a1dfb4 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-07 |
Unknown GetPointer 20746d66 PC 08a02a0c LR 08a1dfb4 |
B-Boy™ |
v1.10.2 |
2024-12-07 |
Could not setup streams, unexpected stream count: 36926 |
B-Boy™ |
v1.10.2 |
2024-12-07 |
Could not setup streams, unexpected stream count: 3541 |
B-Boy™ |
v1.10.2 |
2024-12-07 |
Unexpected mpeg first timestamp: 54e73b0000 / 364656656384 |
eFootball PC - V. |
v1.9.4 |
2024-12-07 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08000018 |
EA-Sports FC PC-V |
v1.18.1 |
2024-12-07 |
Error in shader program link: info: (unknown reason)
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
/*
Hyllian's 5xBR v3.5a Shader
Copyright (C) 2011 Hyllian/Jararaca - [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
varying vec2 v_texcoord0;
const float coef = 2.0;
const vec3 rgbw = vec3(16.163, 23.351, 8.4772);
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 df(vec4 A, vec4 B) {
return abs(A-B);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
void main(){
bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x);
vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz;
// Let's skip the whole scaling if output size smaller than 1.6x of input size
if (upscale) {
bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bvec4 nc; // new_color
bvec4 fx, fx_left, fx_up; // inequations of straight lines.
vec2 pS = 1.0 / u_texelDelta.xy;
vec2 fp = fract(v_texcoord0.xy*pS.xy);
vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy;
vec2 dx = vec2(u_texelDelta.x,0.0);
vec2 dy = vec2(0.0,u_texelDelta.y);
vec2 y2 = dy + dy; vec2 x2 = dx + dx;
vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz;
vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz;
vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz;
vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz;
vec3 E = texture2D(sampler0, TexCoord_0 ).xyz;
vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz;
vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz;
vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz;
vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz;
vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz;
vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz;
vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz;
vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz;
vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz;
vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz;
vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz;
vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz;
vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz;
vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz;
vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz;
vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz;
vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw));
vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E,rgbw));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2024-12-07 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel0 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
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 vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
|
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2024-12-07 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel0 [Revision 96995].
01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
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 vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLig |
Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=09b8f400, src=08400000, size=203968): overlapping read |
LEGO® Batman™: The Videogame |
v1.15.4 |
2024-12-07 |
Unaligned icache invalidation of 086cc6b8 (086cc6b8 + 0) at PC=089741fc |
eFootball 2025 STAR PATCH |
v1.18.1 |
2024-12-07 |
Unknown GetPointer 001e0000 PC 0884a918 LR 0884a938 |
CRISIS CORE -FINAL FANTASY VII- |
v1.18.1 |
2024-12-07 |
sceDmacMemcpy(dest=09177e40, src=08400020, size=276480): overlapping read |
Tony Hawk's Underground 2 Remix |
v1.18.1 |
2024-12-07 |
Unknown GetPointer 00000000 PC 08879c98 LR 08879c5c |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-07 |
MIPSCompileOp: Invalid instruction 4563fd28 |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-07 |
Jump to invalid address: 03fda200 PC 084001e0 LR 084001e0 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18 |
2024-12-07 |
sceDmacMemcpy(dest=0414e000, src=095d2160, size=304000): overlapping read |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
WriteToHardware: Invalid address ae7ee77c near PC 0880dcc8 LR 0880dcc8 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
80420014=__sceSasCoreWithMix(08b65a00, 6f08fd40, 4096, 4096): invalid address |
Syphon Filter®: Logan's Shadow |
v1.9.4 |
2024-12-07 |
Unknown GE command : 34fefefe |
eFootball Chelito 19 |
v1.15.3 |
2024-12-07 |
Unknown GetPointer deae412f PC 0881c2d8 LR 0881c2e8 |
NBA |
v1.18.1 |
2024-12-07 |
80630006=sceAtracSetDataAndGetID(0956c500, 00009adc): invalid RIFF header |
Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-12-07 |
sceDmacMemcpy(dest=09a04940, src=08400000, size=641344): overlapping read |
eFootball Chelito 19 |
v1.18 |
2024-12-07 |
Unknown GetPointer 0001c09a PC 08a02a0c LR 0881c438 |
eFootball NBC24 By Master Pes |
v1.10.3 |
2024-12-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
eFootball NBC24 By Master Pes |
v1.10.3 |
2024-12-07 |
Unimplemented HLE function sceKernelFindModuleByUID |
eFootball NBC24 By Master Pes |
v1.10.3 |
2024-12-07 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
eFootball NBC24 By Master Pes |
v1.10.3 |
2024-12-07 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
eFootball NBC24 By Master Pes |
v1.10.3 |
2024-12-07 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |