To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
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 |