Recent logs - PES 2019 BY CHELITO 19

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Game title Version Latest Report Message
PES 2019 BY CHELITO 19 v1.9.3 2019-10-13 Error in shader compilation: info: 0:55: L0002: Undeclared variable 'kemerahan' 0:61: L0002: Undeclared variable 'AvgLumR' 0:67: L0002: Undeclared variable 'AvgLumin' 0:69: L0002: Undeclared variable 'mixColor' postshader //===========================// //edit angka yang ada dibawah ini untuk mengatur tampilan #define warna 1.9 //normal: 1.1 #define cerah 1.2 //normal: 1.1 #define kontras 1.2 //normal: 1.1 #define kehitaman 1.2 //normal: 1.1 #define kehijauan 1.1 //normal: 1.0 #define kebiruan 1.3 //normal: 1.1 //semakin tinggi angka depan yang dirubah, maka akan semakin tidak baik ^,^ //===========================// //Black Screen HD //Build By Satria Mudafi //FB : Mudaffi Satriia //Email : [email protected] /////////////////////////////////// //dibawah ini tidak boleh di edit// /////////////////////////////////// #define sugoicolor 1 #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; float overlay(float base, float blend) {float result = 0.0; if( base < 0.5 ) result = 2.0 * base * blend; else result = 1.0 - (1.0 - 2.0*(base-0.5)) * (1.0-blend); return result;} void main() {vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz; #if(sugoicolor==1) float sat = warna; float brt = cerah; float con = kontras; float AvgLumR = kemerahan; float AvgLumG = kehijauan; float AvgLumB = kebiruan; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5, 0.5, 0.5); vec3 brtColor = color.rgb * brt; vec3 intensity = vec3((brtColor.r*LumCoeff.r)+(brtColor.g*LumCoeff.g)+(brtColor.b*LumCoeff.b)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(conRGB, satColor, con); vec3 mixColor = AvgLumin * conColor; color.rgb = mixColor; #endif gl_FragColor.xyz=color; gl_FragColor.a = 1.0;}
PES 2019 BY CHELITO 19 v1.9.2 2019-10-12 ReadFromHardware: Invalid address 81440200 near PC 81440200 LR 088d1a14
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000914 HWX T Fog Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:0000091c HWX C T Fog Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00004000:00200000 Fog Flat #version 300 es precision lowp float; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000104 HWX Fog Flat #version 300 es precision highp float; 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; flat out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-11 Error in shader program link: info: fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000108 HWX C #version 300 es precision highp float; in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; }
PES 2019 BY CHELITO 19 v1.8.0 2019-10-09 Unknown GetPointer 00000000 PC 08844a88 LR 08844a9c
PES 2019 BY CHELITO 19 v1.5.4 2019-10-09 Unknown GetPointer 00000000 PC 0881606c LR 08816080
PES 2019 BY CHELITO 19 v1.6.3 2019-10-08 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-10-08 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.9.3 2019-10-15 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
PES 2019 BY CHELITO 19 v1.9.3 2019-10-15 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 000c
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l3 rate 000f
PES 2019 BY CHELITO 19 v1.9.3 2019-10-16 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
PES 2019 BY CHELITO 19 v1.9.3 2019-10-15 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 000f
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 000a
PES 2019 BY CHELITO 19 v1.9.3 2019-10-16 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l3 rate 0000
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0009
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l1 rate 000f
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 000e
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid sample rate v0 l1 rate 03
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 0009
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03
PES 2019 BY CHELITO 19 v1.8.0 2019-10-04 ReadFromHardware: Invalid address 13962218 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 sceMp3Init: invalid data: not MPEG v1
PES 2019 BY CHELITO 19 v1.9.3 2019-10-17 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0005
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-10-03 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 00000eb8
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 00000d7b
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 0000009e
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 0000eeff
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 00000dce
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 00ff00ff
PES 2019 BY CHELITO 19 v1.9.2 2019-10-02 MIPSCompileOp: Invalid instruction 7fff7fff
PES 2019 BY CHELITO 19 v1.7.5 2019-09-30 Branch in Jump delay slot at 08020200 in block starting at 080140e8
PES 2019 BY CHELITO 19 v1.7.5 2019-09-30 MIPSCompileOp: Invalid instruction 4d41475f
PES 2019 BY CHELITO 19 v1.4 2019-09-29 ReadFromHardware: Invalid address 13994158 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.5.4 2019-09-28 MIPSCompileOp 69440000 failed
PES 2019 BY CHELITO 19 v1.5.4 2019-09-28 MIPSCompileOp: Invalid instruction 00027379
PES 2019 BY CHELITO 19 v1.5.4 2019-09-28 MIPSCompileOp: Invalid instruction 74636572
PES 2019 BY CHELITO 19 v1.7.4 2019-09-26 ReadFromHardware: Invalid address 139652f8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.8.0 2019-09-25 sceDmacMemcpy(dest=04154000, src=09517240, size=557056): overlapping read
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction b203bab9
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction b0501dc4
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 0000ff05
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction cd3e3ea2
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 6cf340e8
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 Jump to invalid address: 0f4c5008
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction ef54049d
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 78f7d62b
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 75cc3160
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 71c8f8d8
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 7dd2e90c
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 00a304fc
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 40472047
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 7bf0f176
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 7ad77093
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction b64e4eb6
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 Branch in RSRTComp delay slot at 00010708 in block starting at 00010708
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 7983bb82
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 43434343
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 0495003a
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 4ed4dbd7
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 4343e23e
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 00047101
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 7aafdbdb
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 Branch in RSRTComp delay slot at 00010700 in block starting at 000106fc
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 40777737
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 4e515151
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 40277715
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 Branch in RSRTComp delay slot at 00010710 in block starting at 00010710
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 0000001e
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 Jump to invalid address: 073fd140
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 05dc0ec0
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 MIPSCompileOp: Invalid instruction 74000000
PES 2019 BY CHELITO 19 v1.8.0 2019-09-24 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0899e65c
PES 2019 BY CHELITO 19 v1.8.0 2019-09-22 Error in shader program link: info: ERROR:LINK-9 (line -1) Missing main function for shader fs: postshader vs: postshader
PES 2019 BY CHELITO 19 v1.8.0 2019-09-21 ReadFromHardware: Invalid address 115e69bc near PC 115e69bc LR 115e69bc
PES 2019 BY CHELITO 19 v1.8.0 2019-09-20 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: Expected literal or '(', got 'else' postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scre
PES 2019 BY CHELITO 19 v1.8.0 2019-09-20 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 286) Syntax error fs: postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 1.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 1 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 0 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.6 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.7 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.1 //Default: 1.0 #define contrast 1.1 //Default: 1.0 //negative will be... well negative;p #define red 1.1 //Default: 1.0 #define green 1.3 //Default: 1.0 #define blue 1.2 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 1; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.0 //Default: 2.0 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker/brighter lines, #
PES 2019 BY CHELITO 19 v1.8.0 2019-09-20 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 279) Syntax error fs: postshader // SHADER REALISTIS BY KA //====================================================================================================================================================================== //Extra options: #define FXAA 1 //ON:1/OFF:0 //================ #define GAUSS_SQ 0 //ON:1/OFF:0 #define Gsmoothing 5.3 //Default: 3.5 //================ #define GAUSS_S 1 //ON:1/OFF:0 //================ #define MIKU 0 //Hatsune<3 //================ #define BLOOM 1 //ON:1/OFF:0 #define samples 2 //Default: 4 #define quality 0.25 //Default: 0.25 #define factor 0.002 //Default: 0.002 #define Bpower 0.9 //Default: 0.5 //================ #define COLORED 0 //ON:1/OFF:0 #define Cpower 1.9 //Default: 0.5 //================ #define SHARPEN 1 //ON:1/OFF:0 #define value 2.6 //Default: 0.5 //================ #define S_COM_V2 0 #define S_val0 5.5 //Default: 5.0 //================ #define SHADEBOOST 1 //ON:1/OFF:0 #define saturation 1.2 //Default: 1.0 #define brightness 1.8 //Default: 1.0 #define contrast 1.1 //Default: 1.0 #define abang 1.0 //Default: 1.0 #define ijo 1.0 //Default: 1.0 #define biru 1.1 //Default: 1.0 //Grafik Hd™ presets: // int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //Default: 1.0 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 // GRAFIK HD #define SLsize 1 //Default: 1 #define SLcolor 2.1 //Default: 2.0 #define SLpower 1.6 //Default: 0.6 #define SLV 0 //ON:1/OFF:0 /vertical scanlines //================ #define TEST 0 // #define TESTANIM 0 // #define testAspeed 2.1 //====================================================================================================================================================================== //~packed together, corrected to fit requirements of popular with PPSSPP AMD legacy drivers v20.04, partially written and tested by LunaMoo (Moon Cow?;p) //other cabangits mentioned earlier. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; //=========== float overlay(float base, float blend) { float result = 0.0; if( base < 0.5 ) result = 2.0 * base * blend; else result = 1.0 - (1.0 - 2.0*(base-0.5)) * (1.0-blend); return result; } //=========== void main() { vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz; #if(FXAA==1) // The parameters are hardcoded for now, but could be // made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 10.10; float FXAA_REDUCE_MUL = 1.0/1.1; float FXAA_REDUCE_MIN = (1.0/1.0); vec3 rgbNW = texture2D(sampler0, v_texcoord0.xy + vec2(-1.0, -1.0) * u_texelDelta).xyz; vec3 rgbNE = texture2D(sampler0, v_texcoord0.xy + vec2(+1.0, -1.0) * u_texelDelta).xyz; vec3 rgbSW = texture2D(sampler0, v_texcoord0.xy + vec2(-1.0, +1.0) * u_texelDelta).xyz; vec3 rgbSE = texture2D(sampler0, v_texcoord0.xy + vec2(+1.0, +1.0) * u_texelDelta).xyz; vec3 rgbM = texture2D(sampler0, v_texcoord0.xy).xyz; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot( rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(luma
PES 2019 BY CHELITO 19 v1.8.0 2019-09-20 sceDmacMemcpy(dest=040cc000, src=091f6230, size=557056): overlapping read
PES 2019 BY CHELITO 19 v1.8.0 2019-09-20 ReadFromHardware: Invalid address f0f5b3a8 near PC f0f5b3a8 LR 08000018
PES 2019 BY CHELITO 19 v1.8.0 2019-09-19 Jump to invalid address: 073aa100