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Game title |
Version |
Latest Report |
Message |
eFootball PES 2021 Libertadores T. Bendezu |
v1.17.1 |
2024-04-29 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2024-04-23 |
Replacement rowPitch=512, but w=2872 (level=0) |
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 |
v1.17.1 |
2024-07-01 |
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 |