Recent logs - eFootball PES 2021 Libertadores T. Bendezu

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Game title Version Latest Report Message
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2024-01-08 Unknown GetPointerWrite 00000000 PC 08a02a18 LR 08828800
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MFIC instruction hit (70d675a4) at 08be2da8
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 Branch in Jump delay slot at 08be6018 in block starting at 08be2da4
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 Jump to invalid address: 030b2e00
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 Jump to invalid address: 02f98000
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1066cc
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction 00000014
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce106610
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1066dc
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction 70c0f2f8
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction 000000ff
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce106618
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce10663b
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1065a0
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce106560
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1066c0
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 WriteToHardware: Invalid address ffffcc7d near PC 08be2cbc LR 08953538
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction 70c0c1c8
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction 70d67844
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce106614
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1064cc
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce106608
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce1064d4
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-30 MIPSCompileOp: Invalid instruction ce10657c
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-11-03 WriteToHardware: Invalid address 00000050 near PC 08812598 LR 08812564
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-10-23 sceDmacMemcpy(dest=040cc000, src=09517240, size=557056): overlapping read
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-10-16 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
eFootball PES 2021 Libertadores T. Bendezu v1.16.6 2023-10-16 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball PES 2021 Libertadores T. Bendezu v1.16.5 2023-10-09 MIPSCompileOp: Invalid instruction 0000011f
eFootball PES 2021 Libertadores T. Bendezu v1.16.5 2023-10-09 MIPSCompileOp: Invalid instruction 0000019e
eFootball PES 2021 Libertadores T. Bendezu v1.16.5 2023-10-09 MIPSCompileOp: Invalid instruction 00000681
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-09-05 Unknown GetPointerWrite 00000001 PC 08a02afc LR 0887138c
eFootball PES 2021 Libertadores T. Bendezu v1.5.3 2023-08-14 Error in shader program link during preload: info: cannot find a matched output for input v_texcoord fs: 40000000:00000012 Tex TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00004000:0001d002 THR UVMtx TessC TessRevN #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 Libertadores T. Bendezu v1.5.3 2023-08-14 Error in shader program link during preload: info: cannot find a matched output for input v_texcoord fs: 40000000:00000012 Tex TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00000000:00000002 THR #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 Libertadores T. Bendezu v1.8.0 2023-08-06 ReadFromHardware: Invalid address 00000008 near PC 0887cb9c LR 0887c664
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 46f06453
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction b3c104af
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 0196047e
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 72af4865
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 9d639395
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 7903b3ea
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 067b3b3a
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-08-03 MIPSCompileOp: Invalid instruction 0557d7d3
eFootball PES 2021 Libertadores T. Bendezu v1.14.1 2023-07-09 UI scissor out of bounds in GamePauseScreen: 586,17-256,463 / 480,854
eFootball PES 2021 Libertadores T. Bendezu v1.14.1 2023-07-09 UI scissor out of bounds in GamePauseScreen: 0,17-578,463 / 480,854
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-07-07 Replacement rowPitch=256, but w=4000 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.9.4 2023-07-04 Unknown GetPointer 00000000 PC 0885d898 LR 0885d8ac
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:29: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 00000000:0000093c HWX C T Fog Tex Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:29: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 40000000:0000093c HWX C T Fog Tex Flat Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:26: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 00000000:0000012c HWX C Fog Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:42: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 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 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:40: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 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 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:26: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 40000000:00000930 HWX T Tex Flat Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:27: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #version 300 es // Adreno (TM) 308 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:28: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 40000000:00000934 HWX T Fog Tex Flat Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:25: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 40000000:00000124 HWX Fog Flat Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.11.3-1276-g192a43c1c 2023-07-03 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:24: 'inf' : undeclared identifier ERROR: 1 compilation errors. No code generated. 00000000:00000128 HWX C Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= inf; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; 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; }
eFootball PES 2021 Libertadores T. Bendezu v1.9.4 2023-07-04 Unknown GetPointer 00000000 PC 08871374 LR 0887138c
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-07-01 Replacement rowPitch=256, but w=4096 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.1 2023-07-01 UI scissor out of bounds in GamePauseScreen: 296,17-171,838 / 854,480
eFootball PES 2021 Libertadores T. Bendezu v1.14.1 2023-07-01 UI scissor out of bounds in GamePauseScreen: 0,17-289,838 / 854,480
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-06-19 80630006=sceAtracSetDataAndGetID(09a25200, 00003800): invalid RIFF header
eFootball PES 2021 Libertadores T. Bendezu v1.14.2 2023-06-10 UI scissor out of bounds in GameSettingsScreen: 300,0-1209,720 / 1436,720
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 42000410
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 42000000
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 42290000
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 4422c08c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 42000010
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 43102100
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 42290400
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 04184094
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 4422c03c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 0209263c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 02ffff3c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 02fffe3c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 0200013c
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 4222c803
eFootball PES 2021 Libertadores T. Bendezu v1.12.2 2023-06-09 MIPSCompileOp: Invalid instruction 4222c903
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-06-07 __KernelStopThread: thread 338 does not exist (helper deleted)
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-06-03 Unknown GetPointer d1b8d081 PC 0884a918 LR 0884a938
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 2023-07-15 Unknown GetPointer 00000000 PC 088e2fd8 LR 088e2fe8
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-06-05 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-06-05 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0005
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-05-28 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0000
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-24 Replacement rowPitch=512, but w=6428 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-05 Replacement rowPitch=256, but w=1052 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-05 Replacement rowPitch=512, but w=3736 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-05-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-05-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-05-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-05-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-05-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-03 Unknown GE command : b6090000
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-01 Replacement rowPitch=512, but w=4320 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-24 Replacement rowPitch=256, but w=2400 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.10.3 2023-04-23 MIPSCompileOp: Invalid instruction 63736964
eFootball PES 2021 Libertadores T. Bendezu v1.10.3 2023-04-23 Unknown GetPointer 00000000 PC 00000000 LR 00000000
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-23 Replacement rowPitch=512, but w=4000 (level=0)