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Game title |
Version |
Latest Report |
Message |
eFootball PES 2021 T. Bendezu "C19" |
v1.11.3 |
2023-01-30 |
Unknown GetPointer 4c07011d PC 0884d7b4 LR 0884d7d4 |
eFootball PES 2021 T. Bendezu "C19" |
v1.10.2 |
2023-01-30 |
ReadFromHardware: Invalid address 13996ab8 near PC 08849a4c LR 08849a58 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.1 |
2023-01-30 |
UI scissor out of bounds in GamePauseScreen: 950,17-269,527 / 1212,544 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Replacement rowPitch=2048, but w=2848 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Replacement rowPitch=128, but w=1688 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Replacement rowPitch=512, but w=3072 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Unknown GetPointer 00140000 PC 0884d7b4 LR 0884d7d4 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-29 |
Replacement rowPitch=128, but w=1348 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.1 |
2023-01-28 |
UI scissor out of bounds in GameSettingsScreen: 0,128-1080,1644 / 1920,1080 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.1 |
2023-01-28 |
UI scissor out of bounds in GameSettingsScreen: 746,0-2632,608 / 1920,1080 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-28 |
Replacement rowPitch=512, but w=3736 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-27 |
Replacement rowPitch=512, but w=1320 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-01-27 |
Unknown GetPointer 56b45cc7 PC 0884d7b4 LR 0884d7d4 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1313,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1313,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1313,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1424,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1424,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1424,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1421,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1421,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1421,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1319,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1319,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1319,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1395,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1395,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1395,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1455,269-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1455,178-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in SavedataScreen: 1455,87-0,87 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.1 |
2023-01-29 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0001 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 866,53-534,2507 / 2560,1440 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 0,53-840,2507 / 2560,1440 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 3057,30-1423,780 / 2560,1440 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 0,30-3011,780 / 2560,1440 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-25 |
Replacement rowPitch=256, but w=2776 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-25 |
Replacement rowPitch=512, but w=2800 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in GameSettingsScreen: 340,0-1168,720 / 1433,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-25 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 23880 |
eFootball PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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;
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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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: 00000000:00000b14 HWX T N Fog Tex
#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 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;
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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00200022 Tex TexAlpha 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 = p * t;
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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000022 Tex TexAlpha 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 = p * t;
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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00004000:00000000 Flat
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
flat in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 40000000:0000000a THR C 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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: 00000000:0000000a 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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;
fragColor0 = v;
}
vs: 40000000:0000001a THR C 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 PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link failed because of missing 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 PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-25 |
Replacement rowPitch=512, but w=4336 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.6.3 |
2023-01-25 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout 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: 00000000:00000918 HWX C T 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;
out lowp vec4 v_color0;
out highp 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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-25 |
Replacement rowPitch=512, but w=1360 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-24 |
Replacement rowPitch=512, but w=2780 (level=0) |
eFootball PES 2021 T. Bendezu "C19" |
v1.10.2 |
2023-01-24 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GameSettingsScreen: 280,0-987,720 / 720,1280 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-22 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump float w2;
in vec3 position;
in mediump vec3 normal;
in 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 vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
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, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0. |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-22 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
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 * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 47500700 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction ec02650c |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
Branch in RSRTComp delay slot at 0001004c in block starting at 0001001c |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
Jump to invalid address: 074d3f00 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 00007077 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 71064007 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 47004007 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 4752625f |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
Jump to invalid address: 0bb00500 |
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 02023a3a |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-21 |
__KernelStopThread: thread 337 does not exist (helper deleted) |
eFootball PES 2021 T. Bendezu "C19" |
v1.13.2 |
2023-01-21 |
ReadFromHardware: Invalid address 0a160d10 near PC 0886f1f4 LR 0886f220 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-21 |
UI scissor out of bounds in GameSettingsScreen: 478,0-1904,1080 / 2270,1080 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-20 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8afa8 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af98 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af94 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af90 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af8c in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af88 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af84 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af80 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af7c in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af50 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af3c in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af38 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af34 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af28 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af24 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8af20 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8aef4 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Branch in Jump delay slot at 08b8ae98 in block starting at 08b8ae28 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-20 |
Jump to invalid address: 02e2df80 |
eFootball PES 2021 T. Bendezu "C19" |
v1.13.2 |
2023-01-19 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: thin3d
#version 320 es
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }
vs: thin3d
|
eFootball PES 2021 T. Bendezu "C19" |
v1.13.2 |
2023-01-19 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: thin3d
#version 320 es
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; }
vs: thin3d
|
eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2023-01-19 |
ReadFromHardware: Invalid address aa3039fb near PC aa3039fb LR 08000018 |
eFootball PES 2021 T. Bendezu "C19" |
v1.10-6-g8ac4efd3c |
2023-01-18 |
Exceeded immediate draw buffer size. gstate.imm_ap=620050 , prim=0 |
eFootball PES 2021 T. Bendezu "C19" |
v1.10-6-g8ac4efd3c |
2023-01-18 |
Unknown GE command : b7c9539c |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 227,0-800,480 / 960,480 |