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Game title |
Version |
Latest Report |
Message |
PES 2019 BY CHELITO 19 |
v1.17.1-1002-g5fd8fae8b5 |
2024-09-03 |
MIPSCompileOp: Invalid instruction 46a40115 |
PES 2019 BY CHELITO 19 |
v1.17.1-1002-g5fd8fae8b5 |
2024-09-03 |
MIPSCompileOp: Invalid instruction 46a400d5 |
PES 2019 BY CHELITO 19 |
v1.17.1-1002-g5fd8fae8b5 |
2024-09-03 |
MIPSCompileOp: Invalid instruction 46a40095 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-31 |
MIPSCompileOp: Invalid instruction 00010005 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-30 |
Jump to invalid address: 0e9e28b0 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-30 |
Unknown GetPointerWrite cdc39fd2 PC 0888d3e4 LR 0888d3fc |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-25 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-07 |
Jump to invalid address: 07fd81fc |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-07 |
MIPSCompileOp: Invalid instruction b03ef900 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-08-07 |
Branch in Jump delay slot at 08020400 in block starting at 08020020 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2024-07-09 |
ReadFromHardware: Invalid address 00000002 near PC 08815f70 LR 08815f70 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2024-07-09 |
WriteToHardware: Invalid address 00000004 near PC 088a69b4 LR 088a69e4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2024-07-09 |
ReadFromHardware: Invalid address 00000004 near PC 088a69b4 LR 088a69e4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2024-07-09 |
Unknown GetPointerWrite 00000000 PC 088287e8 LR 088287f0 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-07-05 |
ReadFromHardware: Invalid address 11d0f86c near PC 11d0f86c LR 11d0f86c |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-07-03 |
Unknown GetPointer 00000140 PC 08824ce4 LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-07-03 |
Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2024-06-30 |
ReadFromHardware: Invalid address 13961018 near PC 08849a3c LR 08849a48 |
PES 2019 BY CHELITO 19 |
v1.15.3 |
2024-06-27 |
Unknown GetPointer 00002b00 PC 0884a908 LR 0884a928 |
PES 2019 BY CHELITO 19 |
v1.17.1-703-ga2ececdf2 |
2024-06-19 |
Can't draw: No current render step. Step count: 0 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-06-14 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-06-02 |
Normal projection mapping without normal? |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2024-05-27 |
Bad SAS Mix output address: 08b268c0, grain=164306448 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-04-28 |
sceNetAdhocMatchingInit(32768) at 08a41668 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-04-24 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2024-04-21 |
ReadFromHardware: Invalid address 13967218 near PC 08849a3c LR 08849a48 |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2024-04-06 |
ReadFromHardware: Invalid address 00000000 near PC 08a08a08 LR 08a08998 |
PES 2019 BY CHELITO 19 |
v1.14.1 |
2024-03-16 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:78: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:124: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:127: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:173: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:176: '==' : wron
01000000:80000b10 HWX T N Tex Light: LightUberShader
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b10 HWX T N Tex Light: LightUberShader
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
swi |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2024-03-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-23 |
Unknown GetPointer 002d0800 PC 0884a908 LR 0884a928 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
MIPSCompileOp: Invalid instruction 4684a800 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
MIPSCompileOp: Invalid instruction 4684a999 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
MIPSCompileOp: Invalid instruction 4c023f80 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
sceKernelRegisterSubIntrHandler(30, 0, 08815ef4, 00000000): duplicate handler |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
Unknown GetPointerWrite 00000000 PC 08821570 LR 08821590 |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-02-20 |
MIPSCompileOp: Invalid instruction 46021896 |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2024-01-28 |
Unknown GetPointer 00000008 PC 08a0a1d4 LR 08a019dc |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-06-24 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08a1e5b0 |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2024-01-03 |
__KernelStopThread: thread 336 does not exist (helper deleted) |
PES 2019 BY CHELITO 19 |
v1.11.3 |
2024-01-02 |
Unknown GetPointer 00000000 PC 00000001 LR 08820c80 |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2023-12-29 |
80630006=sceAtracSetDataAndGetID(09902740, 00020000): invalid RIFF header |
PES 2019 BY CHELITO 19 |
v1.14.4 |
2023-12-26 |
Replacement rowPitch=1024, but w=4800 (level=0) |
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:16: L0002: Undeclared variable 'gl_FragDepth'
00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00000002 Tex TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000001a THR C Tex
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000001a THR C Tex
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:16: L0002: Undeclared variable 'gl_FragDepth'
00000000:0001d002 Tex TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:12: L0002: Undeclared variable 'gl_FragDepth'
00004000:0001d000 Flat AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:0001d000 Flat AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000002 THR Flat
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:16: L0002: Undeclared variable 'gl_FragDepth'
00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:14: L0002: Undeclared variable 'gl_FragDepth'
00000000:00200000 Fog
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:18: L0002: Undeclared variable 'gl_FragDepth'
00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000001a THR C Tex
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:20: L0002: Undeclared variable 'gl_FragDepth'
00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:20: L0002: Undeclared variable 'gl_FragDepth'
00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:18: L0002: Undeclared variable 'gl_FragDepth'
00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:16: L0002: Undeclared variable 'gl_FragDepth'
00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:20: L0002: Undeclared variable 'gl_FragDepth'
00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:14: L0002: Undeclared variable 'gl_FragDepth'
00000000:00000002 Tex TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00200000 Fog
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000010c HWX C Fog
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying 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_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:18: L0002: Undeclared variable 'gl_FragDepth'
00000000:00200002 Tex Fog TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00000002 Tex TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:00000918 HWX C T Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:00000002 Tex Flat TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00000001 Clear
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 00000000:0000000a THR C
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:10: L0002: Undeclared variable 'gl_FragDepth'
00004000:00000000 Flat
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:14: L0002: Undeclared variable 'gl_FragDepth'
00004000:00000002 Tex Flat TFuncMod
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:00000000 Flat
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
vs: 40000000:00000002 THR Flat
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader compilation: info: 0:10: L0002: Undeclared variable 'gl_FragDepth'
00000000:00000001 Clear
#version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
PES 2019 BY CHELITO 19 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: L0001 Shader languages do not match.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout 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: 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 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: L0001 Shader languages do not match.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in mediump vec3 v_texcoord;
inout 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 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: L0001 Shader languages do not match.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout 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 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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;
varying lowp vec4 v_color0;
varying 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 |
v1.5.4 |
2023-12-09 |
Error in shader program link: info: L0001 Shader languages do not match.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
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;
inout 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 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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 |
v1.15.2 |
2023-12-04 |
Unknown GetPointer 00000140 PC 088113bc LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2023-12-04 |
Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2023-10-28 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 0006 |
PES 2019 BY CHELITO 19 |
v1.14.4 |
2023-10-22 |
Replacement rowPitch=512, but w=3840 (level=0) |
PES 2019 BY CHELITO 19 |
v1.16.5 |
2023-10-22 |
Unknown GetPointer e0000000 PC 0884a908 LR 0884a928 |
PES 2019 BY CHELITO 19 |
v1.6.3 |
2023-09-11 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
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;
inout 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 |
v1.17.1 |
2024-08-25 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
PES 2019 BY CHELITO 19 |
v1.16.6 |
2023-11-27 |
Unknown GetPointer 00000140 PC 08824a48 LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.10.2 |
2023-08-14 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
PES 2019 BY CHELITO 19 |
v1.14.1 |
2023-07-25 |
ReadFromHardware: Invalid address 13a106c8 near PC 08849a3c LR 08849a48 |
PES 2019 BY CHELITO 19 |
v1.11.3 |
2023-07-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2 |
PES 2019 BY CHELITO 19 |
v1.11.3 |
2023-07-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1 |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2023-07-13 |
Jump to invalid address: 07481d00 |
PES 2019 BY CHELITO 19 |
v1.14.2 |
2023-06-30 |
UI scissor out of bounds in GameSettingsScreen: 0,85-720,1344 / 1528,720 |
PES 2019 BY CHELITO 19 |
v1.14.2 |
2023-06-30 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1235,720 / 720,1528 |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2023-06-21 |
Trying to compile instruction 000001f3 that can't be interpreted |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2023-06-21 |
MIPSCompileOp: Invalid instruction 000003b8 |
PES 2019 BY CHELITO 19 |
v1.15.4 |
2023-06-21 |
MIPSCompileOp: Invalid instruction 0000297a |
PES 2019 BY CHELITO 19 |
v1.17.1 |
2024-06-25 |
Unknown GetPointer 00000020 PC 08815f70 LR 08815fbc |