Recent logs

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Golf Mania v1.16.6 2023-12-04 __KernelStopThread: thread 421 does not exist (helper deleted)
Golf Mania v1.16.6 2023-12-04 __KernelStopThread: thread 417 does not exist (helper deleted)
Golf Mania v1.16.6 2023-12-04 __KernelStopThread: thread 400 does not exist (helper deleted)
Ys SEVEN v1.16.6 2023-12-04 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
PES 2019 BY CHELITO 19 v1.15.2 2023-12-04 Unknown GetPointer 00000140 PC 088113bc LR 088113c4
PES 2019 BY CHELITO 19 v1.15.2 2023-12-04 Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4
God of War®: Ghost of Sparta v1.15.4 2023-12-04 Branch in Jump delay slot at 09dd52b0 in block starting at 09dd52b0
God of War®: Ghost of Sparta v1.15.4 2023-12-04 Jump to invalid address: 07756180
eFootball 2024 Beta By Tutoriales Bendezu v1.16.6 2023-12-04 Unknown GetPointerWrite 00000003 PC 08a02db8 LR 08918d40
God of War®: Ghost of Sparta v1.15.4 2023-12-04 Branch in Jump delay slot at 098a74e8 in block starting at 098a74e0
God of War®: Ghost of Sparta v1.15.4 2023-12-04 Jump to invalid address: 0629c260
LocoRoco™ 2 v1.16.6 2023-12-04 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Obscure: The Aftermath v1.16.6 2023-12-04 sceDmacMemcpy(dest=08529ec0, src=09396a00, size=17100): overlapping read
eFootball Chelito 19 v1.16.6 2023-12-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Killzone™: Liberation v1.16.6 2023-12-04 sceDmacMemcpy(dest=0416a000, src=09bcf800, size=384): overlapping read
Gran Turismo® v1.16.6 2023-12-04 sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007
eFootball PES 2023 "SNE" v1.8.0 2023-12-04 Unknown GetPointer 00000000 PC 088e2fe8 LR 088e2ff8
Killzone™: Liberation v1.16.6 2023-12-04 ReadFromHardware: Invalid address 425f4552 near PC 425f4552 LR 08aae520
SBK-07 v1.16.1 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0905b420): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.16.6 2023-12-04 sceDmacMemcpy(dest=09912c40, src=08400000, size=72384): overlapping read
SBK®09 Superbike World Championship v1.10-6-g8ac4efd3c 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09098af0): duplicate handler
SBK®09 Superbike World Championship v1.10-6-g8ac4efd3c 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09403550): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.15.4 2023-12-04 sceDmacMemcpy(dest=095879c0, src=08400000, size=641344): overlapping read
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
青空下的約定-PC移植 v1.16.5 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Silent Hill: Shattered Memories v1.16.6 2023-12-04 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=1 MC=8
Silent Hill: Shattered Memories v1.16.6 2023-12-04 An uneaten prefix at end of block: 089bdf88
Killzone™: Liberation v1.16.6 2023-12-04 sceDmacMemcpy(dest=04139e00, src=09206390, size=5120): overlapping read
50 Cent® Bulletproof G Unit Edition v1.9.0 2023-12-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1
Formula One 06 v1.16.6 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
太閤立志伝Ⅴ v1.16.6 2023-12-04 sceDmacMemcpy(dest=041a71c0, src=09337840, size=1024): overlapping read
PES MODDED BY TBOSEt v1.16.6 2023-12-04 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
SBK®09 Superbike World Championship v1.10-6-g8ac4efd3c 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094a38d0): duplicate handler
LEGO® Batman™: The Videogame v1.16.6 2023-12-04 Unaligned icache invalidation of 08607a38 (08607a38 + 0) at PC=089741fc
SBK®09 Superbike World Championship v1.10-6-g8ac4efd3c 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090122f0): duplicate handler
SBK®09 Superbike World Championship v1.10-6-g8ac4efd3c 2023-12-04 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094a10d0): duplicate handler
Phantom Brave : The Hermuda Triangle v1.9.4 2023-12-04 sceDmacMemcpy(dest=08d7ed40, src=08d8fbe8, size=4504): overlapping read
Pes By ICAL PROJECT v1.16.6 2023-12-04 Unknown GetPointer 00000000 PC 0887286c LR 08872884
God of War®:降誕の刻印 v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 01069701
Tom Clancy's Splinter Cell® Essentials v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 00028e28
Tom Clancy's Splinter Cell® Essentials v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 0003b901
Tom Clancy's Splinter Cell® Essentials v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 0042ef05
God of War®:降誕の刻印 v1.13.1-547-g9f4a84945 2023-12-04 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888): [COLOR seq:221 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false] [COLOR seq:232 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
イース -フェルガナの誓い- v1.14.4 2023-12-04 sceDmacMemcpy(dest=041dc500, src=08de9a30, size=4096): overlapping read
Def Jam® Fight For NY™: The Takeover v1.15.3 2023-12-04 UNTESTED sceNetAdhocctlJoinEnterGameMode(fe9d546, e0:60:f9:67:22:d6, 20000000, 0) at 0897ed90
MX vs ATV Unleashed v1.16.6 2023-12-04 80630007=sceAtracSetData(2, 08be9680, 00010000): atracID uses different codec type than data
EFOOTBALL NEW PATCH SEASON 2024 v1.16.6 2023-12-04 Branch in Jump delay slot at 08edf818 in block starting at 08edc508
EFOOTBALL NEW PATCH SEASON 2024 v1.16.6 2023-12-04 Jump to invalid address: 0497cd80
EFOOTBALL NEW PATCH SEASON 2024 v1.16.6 2023-12-04 Jump to invalid address: 03b7e000
Dragon Ball Z: Tenkaichi Tag Team v1.13.1 2023-12-04 ReadFromHardware: Invalid address 04c07910 near PC 0887ed70 LR 089aa490
Def Jam® Fight For NY™: The Takeover v1.15.3 2023-12-04 UNTESTED sceNetAdhocctlJoinEnterGameMode(0be247d, e0:60:f9:67:22:d6, 20000000, 0) at 0897ed90
LEGO® Batman™: The Videogame v1.16.6 2023-12-04 Unaligned icache invalidation of 086d1678 (086d1678 + 0) at PC=089741fc
God of War®:降誕の刻印 v1.16.6 2023-12-04 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
God of War®:降誕の刻印 v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 00010005
God of War®: Ghost of Sparta v1.16.6 2023-12-04 Jump to invalid address: 07a04940
God of War®: Ghost of Sparta v1.16.6 2023-12-04 Jump to invalid address: 07987180
God of War®: Ghost of Sparta v1.16.6 2023-12-04 Jump to invalid address: 03249b80
God of War®: Ghost of Sparta v1.16.6 2023-12-04 Jump to invalid address: 077cf080
God of War®: Ghost of Sparta v1.16.6 2023-12-04 Jump to invalid address: 079ba380
Resistance: Retribution™ v1.16.6 2023-12-04 Unknown GetPointerWrite 25f7d8e8 PC 08b52814 LR 08cd6754
eFootball 2024 By T4G v1.16.6 2023-12-04 MIPSCompileOp: Invalid instruction 00007ef8
eFootball 2024 By T4G v1.16.6 2023-12-04 Branch in RSZeroComp delay slot at 080c4fc8 in block starting at 080c0020
eFootball 2024 By T4G v1.16.6 2023-12-04 Jump to invalid address: 07d2fe3c
Funky Punch v1.16.1 2023-12-04 WriteToHardware: Invalid address 3f8064a0 near PC 08000000 LR 08000000
eFootball 2024 By T4G v1.16.6 2023-12-04 Unknown GetPointerWrite 00000005 PC 08a02db8 LR 08922f74
Tomb Raider: Anniversary™ v1.16.6 2023-12-04 sceDmacMemcpy(dest=041d6800, src=0954e4a0, size=9216): overlapping read
eFootball Chelito 19 v1.10.2 2023-12-04 Unknown GetPointer 10b41d37 PC 0884d5b0 LR 0884d7d4
FREE SHOT FRENZY v1.16.6 2023-12-04 __KernelStopThread: thread 372 does not exist (helper deleted)
FREE SHOT FRENZY v1.16.6 2023-12-04 __KernelStopThread: thread 373 does not exist (helper deleted)
NBA2K13 v1.16.6 2023-12-04 UNIMPL sceUtilityLoadUsbModule(1)
NBA2K13 v1.16.6 2023-12-04 __KernelStopThread: thread 300 does not exist (helper deleted)
Toy Story 3 v1.16.6 2023-12-04 __KernelStopThread: thread 688 does not exist (helper deleted)
イース -フェルガナの誓い- v1.14.4 2023-12-04 sceDmacMemcpy(dest=041fc600, src=08e54e90, size=4096): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.15.4-89-g5d149e379 2023-12-04 sceDmacMemcpy(dest=08400020, src=0919f5c0, size=380928): overlapping read
Def Jam® Fight For NY™: The Takeover v1.16.6 2023-12-04 UNTESTED sceNetAdhocctlJoinEnterGameMode(dc84b89, c0:38:30:07:5e:fb, 20000000, 0) at 0897ed90
Crash® of the Titans v1.16.6 2023-12-04 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 r8p0-00dev0 [Revision 96995]. 03f00444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f00444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; 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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot
eFootball RF-PACTH v1.16.5 2023-12-04 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Dave Mirra BMX Challenge v1.16.6 2023-12-04 Unimplemented HLE function sceUtilityGetNetParam
PRO EVOLUTION SOCCER VANDAMME EDITION v1.16.6 2023-12-04 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f430
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.16.6 2023-12-04 Rendering to framebuffer offset at 04000000 +480x0 (stride 512)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.16.6 2023-12-04 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
Dave Mirra BMX Challenge v1.16.6 2023-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
ソードアート・オンライン -インフィニティ・モーメント- v1.16.6 2023-12-04 sceDmacMemcpy(dest=08402440, src=09e05f00, size=138464): overlapping read
Medal of Honor Heroes™ 2 v1.16.6 2023-12-04 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 r6p2-01rel0 [Revision 96995]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; 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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2023-12-04 __KernelStopThread: thread 288 does not exist (helper deleted)
Dragon Ball Z: Tenkaichi Tag Team v1.16.6 2023-12-04 ReadFromHardware: Invalid address 1c000600 near PC 1c000600 LR 1c000600
B-Boy™ v1.16.6 2023-12-04 Could not setup streams, unexpected stream count: 32912
B-Boy™ v1.16.6 2023-12-04 Unexpected mpeg first timestamp: 6dd4d09d438 / 7547550028856
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable 01770000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull #version 320 es // Mali-G71 - 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 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; 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); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); 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); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable 40000000:00000930 HWX T Tex Flat Cull #version 320 es // Mali-G71 - 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:76: S0027: Cannot modify an input variable 01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull #version 320 es // Mali-G71 - 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 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; uniform highp vec4 u_depthRange; 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 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; 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); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); 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; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable 40000000:00000934 HWX T Fog Tex Flat Cull #version 320 es // Mali-G71 - 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 vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; vec4 outPos = mul(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; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 40000000:0000093c HWX C T Fog Tex Flat Cull #version 320 es // Mali-G71 - 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable 40000000:00000124 HWX Fog Flat Cull #version 320 es // Mali-G71 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump float v_fogdepth; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable 00000000:0000012c HWX C Fog Cull #version 320 es // Mali-G71 - 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 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3-1276-g192a43c1c 2023-12-04 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-G71 - 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_depthRange; 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 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.xyz += vec3(10.000000, 0.000000, 0.000000)*viewPos.w; 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }