Recent logs - eFootball PES 2021 Libertadores T. Bendezu

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Game title Version Latest Report Message
eFootball PES 2021 Libertadores T. Bendezu v1.15.4 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)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-19 Replacement rowPitch=128, but w=3788 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-15 Replacement rowPitch=512, but w=800 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-14 Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-14 Replacement rowPitch=256, but w=2000 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-13 Replacement rowPitch=512, but w=2220 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-25 Unknown GetPointer 00000000 PC 00000000 LR 08a1f464
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-04-13 Render to area containing texture at 040ce000 +0x128
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-04-13 Video out requested, not supported: mode=0 size=0,0
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
eFootball PES 2021 Libertadores T. Bendezu v1.10.2 2023-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-11 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-09 Replacement rowPitch=1024, but w=4320 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.10.3 2023-04-13 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l2 rate 000f
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-07 Replacement rowPitch=2048, but w=7680 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-07-06 Replacement rowPitch=512, but w=4096 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-07-10 Replacement rowPitch=512, but w=2880 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-06 Replacement rowPitch=256, but w=8192 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-05 Replacement rowPitch=512, but w=8192 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-31 Replacement rowPitch=128, but w=1120 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-31 Replacement rowPitch=2048, but w=4000 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-30 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0009
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-28 Replacement rowPitch=512, but w=7680 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-04-20 Replacement rowPitch=512, but w=1200 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-27 Replacement rowPitch=1024, but w=18088 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-26 Replacement rowPitch=1024, but w=3072 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-25 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-03-25 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-07-14 Replacement rowPitch=512, but w=5120 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.12.1 2023-03-23 Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage. Error: Linking failed. fs: postshader #version 310 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-03-20 MIPSCompileOp: Invalid instruction 746f6f62
eFootball PES 2021 Libertadores T. Bendezu v1.11.3 2023-03-20 Branch in Jump delay slot at 08ed1818 in block starting at 08ed1810