Recent logs - PES 2019 BY CHELITO 19

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Game title Version Latest Report Message
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 v1.16.6 2024-01-06 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 v1.15.4 2023-09-09 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 v1.15.3 2023-06-10 Unknown GetPointer 00000020 PC 08815f70 LR 08815fbc
PES 2019 BY CHELITO 19 v1.15.4 2024-03-02 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
PES 2019 BY CHELITO 19 v1.10.3-97-gd0e9d2c54 2023-06-07 Unknown GetPointer 00000000 PC 08815e58 LR 08000020
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 An uneaten prefix at end of block: 087fbb54
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 Branch in branch delay slot at 0880b454 with different target
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction cfea7f40
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 457d4750
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 0006af7f
PES 2019 BY CHELITO 19 v1.15.4 2023-06-04 ReadFromHardware: Invalid address dead612f near PC 08810780 LR 08a11e88
PES 2019 BY CHELITO 19 v1.14.1 2023-06-04 ReadFromHardware: Invalid address 139648e8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.10.2 2023-06-05 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0005
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0007
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000b
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 0009
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 0007
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 000b
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0009
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l1 rate 03
PES 2019 BY CHELITO 19 v1.12.3 2023-06-16 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 0003
PES 2019 BY CHELITO 19 v1.15.4 2023-05-29 Block transfer invalid: 09e93210/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0)
PES 2019 BY CHELITO 19 v1.14.4 2023-05-23 Replacement rowPitch=384, but w=800 (level=0)