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Game title Version Latest Report Message
eFootball By Idandroid Official v1.15.4 2023-12-23 Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc
eFootball By Idandroid Official v1.15.4 2023-11-18 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
eFootball By Idandroid Official v1.16.6 2023-10-19 sceDmacMemcpy(dest=040cc000, src=09517240, size=557056): overlapping read
eFootball By Idandroid Official v1.15.4 2023-09-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
eFootball By Idandroid Official v1.14.2 2023-09-14 UI scissor out of bounds in GameSettingsScreen: 249,0-1017,544 / 1208,544
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Jump to invalid address: 0bd30b70
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 08000038 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 08000034 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Jump to invalid address: 0bd30870
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 08000030 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 0800002c in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Jump to invalid address: 0bd30770
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 08000028 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Jump to invalid address: 07230460
eFootball By Idandroid Official v1.15.4 2023-09-03 Branch in Jump delay slot at 08000024 in block starting at 08000020
eFootball By Idandroid Official v1.15.4 2023-09-03 Jump to invalid address: 0bd30670
eFootball By Idandroid Official v1.15.4 2023-09-03 MIPSCompileOp: Invalid instruction 71edb344
eFootball By Idandroid Official v1.15.4 2023-09-03 Unknown GetPointer 00000000 PC 0884d5a0 LR 0884d7c4
eFootball By Idandroid Official v1.15.4 2023-09-03 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
eFootball By Idandroid Official v1.15.4 2023-08-25 ReadFromHardware: Invalid address 0000006c near PC 08220f54 LR 08220f4c
eFootball By Idandroid Official v1.14.4 2023-08-17 Replacement rowPitch=1024, but w=4000 (level=0)
eFootball By Idandroid Official v1.9.4 2023-08-15 Error in shader program link: info: Error: input v_texcoordNC0 not declared in output from previous stage. Error: Linking failed. fs: postshader //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Awas ngelag! :u //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 0.98 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define KIMOCHI 1 //Senpai! #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.69 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest shader pack #define th 0.10 //Default: 0.10 /outlines sensitivity, recommended from 0.00...0.50 #define bb 0.45 //Default: 0.45 /outlines
eFootball By Idandroid Official v1.8.0 2023-08-31 sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read
eFootball By Idandroid Official v1.15.4 2023-08-09 Unknown GetPointer 0000e329 PC 0881c410 LR 0881c420
eFootball By Idandroid Official v1.14.4 2023-07-13 Replacement rowPitch=2048, but w=8800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=512, but w=1400 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=1024, but w=4400 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=256, but w=2036 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=512, but w=7180 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=256, but w=2000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-05 Replacement rowPitch=512, but w=3008 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=512, but w=1920 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=128, but w=3200 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=1024, but w=4096 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=1024, but w=4800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=256, but w=2880 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=128, but w=2800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=840 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-05 Replacement rowPitch=256, but w=2352 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=3200 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=256, but w=1600 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=128, but w=1200 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-05 Replacement rowPitch=1024, but w=2048 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=2200 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=520 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=512, but w=1800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=256, but w=4000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-02 Replacement rowPitch=256, but w=400 (level=0)
eFootball By Idandroid Official v1.14.4 2023-06-15 Unknown GetPointer 00000008 PC 08a0a1d4 LR 08a019dc
eFootball By Idandroid Official v1.14.4 2023-06-05 Replacement rowPitch=2048, but w=8000 (level=0)
eFootball By Idandroid Official v1.15.3 2023-05-14
eFootball By Idandroid Official v1.15.3 2023-05-11 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0003
eFootball By Idandroid Official v1.7.5 2023-05-10 80630006=sceAtracSetDataAndGetID(09a25200, 00001800): invalid RIFF header
eFootball By Idandroid Official v1.7.5 2023-05-10 80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header
eFootball By Idandroid Official v1.7.5 2023-05-11 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball By Idandroid Official v1.14.4 2023-07-02 Replacement rowPitch=2048, but w=5120 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=1024, but w=6000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=1024, but w=8000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-04-30 Replacement rowPitch=256, but w=8192 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-12 Replacement rowPitch=512, but w=2000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-05-28 Replacement rowPitch=512, but w=2400 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=2560 (level=0)
eFootball By Idandroid Official v1.10.3 2023-04-11 sceDmacMemcpy(dest=040cc000, src=0927e240, size=557056): overlapping read
eFootball By Idandroid Official v1.14.1 2023-04-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
eFootball By Idandroid Official v1.14.4 2023-04-11 Replacement rowPitch=512, but w=2800 (level=0)
eFootball By Idandroid Official v1.10.3 2023-05-03 Unknown GetPointer 00000000 PC 08808430 LR 08808448
eFootball By Idandroid Official v1.14.4 2023-07-19 Replacement rowPitch=128, but w=2048 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=512, but w=4096 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-04 Replacement rowPitch=512, but w=4000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-03-24 Replacement rowPitch=1024, but w=5120 (level=0)
eFootball By Idandroid Official v1.14.4 2023-03-24 Replacement rowPitch=2048, but w=6400 (level=0)
eFootball By Idandroid Official v1.9.4 2023-03-19 ReadFromHardware: Invalid address 10000009 near PC 00000000 LR 00000000
eFootball By Idandroid Official v1.12.3 2023-03-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
eFootball By Idandroid Official v1.12.3 2023-03-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
eFootball By Idandroid Official v1.12.3 2023-03-10 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
eFootball By Idandroid Official v1.12.3 2023-03-10 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
eFootball By Idandroid Official v1.12.3 2023-03-10 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
eFootball By Idandroid Official v1.12.3 2023-03-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
eFootball By Idandroid Official v1.7.5 2023-10-15 Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c
eFootball By Idandroid Official v1.15.4 2023-12-07 Texture cache ran out of GPU memory; switching to low memory mode
eFootball By Idandroid Official v1.9.4 2023-05-11 sceMp3Init: invalid data: not MPEG v1
eFootball By Idandroid Official v1.9.4 2023-05-11 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
eFootball By Idandroid Official v1.14.2 2023-02-27 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 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #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)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull 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); }
eFootball By Idandroid Official v1.14.4 2023-02-17 Unknown GetPointer 3270fdd1 PC 0884d7a4 LR 0884d7c4
eFootball By Idandroid Official v1.14.4 2023-02-17 Unknown GetPointer 3270b851 PC 0884d7a4 LR 0884d7c4
eFootball By Idandroid Official v1.14.4 2023-02-17 Unknown GetPointer b6c2e1f8 PC 0884d7a4 LR 0884d7c4
eFootball By Idandroid Official v1.14.4 2023-02-17 Unknown GetPointer 00000001 PC 0884d5a0 LR 0884d7c4
eFootball By Idandroid Official v1.14.4 2023-02-16 Replacement rowPitch=512, but w=1000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=512, but w=2048 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-05 Replacement rowPitch=512, but w=2036 (level=0)
eFootball By Idandroid Official v1.5.4 2023-02-10 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
eFootball By Idandroid Official v1.14.4 2023-07-06 Replacement rowPitch=256, but w=1024 (level=0)
eFootball By Idandroid Official v1.9.4 2023-08-14 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
eFootball By Idandroid Official v1.10.2 2023-02-03 Unknown GetPointer 00000000 PC 08000000 LR 08000000
eFootball By Idandroid Official v1.14.4 2023-07-07 Replacement rowPitch=128, but w=2880 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-03 Replacement rowPitch=512, but w=1200 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 Replacement rowPitch=256, but w=2048 (level=0)
eFootball By Idandroid Official v1.10.3 2023-01-20 Error in shader program link: info: cannot find a matched output for input v_texcoordNC0 cannot find a matched output for input v_texcoordNC1 cannot find a matched output for input v_texcoordNC2 cannot find a matched output for input v_texcoordNC3 fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Awas ngelag! :u //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 0.98 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define KIMOCHI 1 //Senpai! #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.69 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest