Recent logs - eFootball PES 2020 "C19"

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Game title Version Latest Report Message
eFootball PES 2020 "C19" v1.17.1 2024-08-31 Unknown GetPointer 00000000 PC 0884a920 LR 0884a928
eFootball PES 2020 "C19" v1.17.1 2024-08-31 Unknown GetPointerWrite 00000000 PC 0881613c LR 08816144
eFootball PES 2020 "C19" v1.9.4 2024-08-06 Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.3 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader #define brightness 2.5 //Default: 1.0 #define contrast 1.23 //Default: 1.0 //negative will be... well negative;p #define red 0.55 //Default: 1.0 #define green 0.55 //Default: 1.0 #define blue 0.55 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.2 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker/b
eFootball PES 2020 "C19" v1.17.1 2024-06-01 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
eFootball PES 2020 "C19" v1.16.6 2023-10-19 __KernelStopThread: thread 337 does not exist (helper deleted)
eFootball PES 2020 "C19" v1.15.4 2023-07-07 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball PES 2020 "C19" v1.14.4 2023-06-09 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
eFootball PES 2020 "C19" v1.4-56-gb1a530b 2023-05-26 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball PES 2020 "C19" v1.15.3 2023-05-16 Unknown GetPointer 00000005 PC 0884a908 LR 0884a928
eFootball PES 2020 "C19" v1.11.3 2023-05-13 Unknown GetPointer 00000000 PC 08863d78 LR 08849a48
eFootball PES 2020 "C19" v1.9.3 2023-12-20 sceDmacMemcpy(dest=040cc000, src=0927e240, size=557056): overlapping read
eFootball PES 2020 "C19" v1.15.2 2023-05-07 ReadFromHardware: Invalid address ffffe000 near PC 08f5e738 LR 08889c0c
eFootball PES 2020 "C19" v1.15.2 2023-05-07 Jump to invalid address: 00f00820 PC 08f5e770 LR 08889c0c
eFootball PES 2020 "C19" v1.15.2 2023-05-07 Jump to invalid address: 00e10800 PC 08f5e760 LR 08889c0c
eFootball PES 2020 "C19" v1.15.2 2023-05-07 MIPSCompileOp: Invalid instruction b4000000
eFootball PES 2020 "C19" v1.15.2 2023-05-07 Jump to invalid address: 00f00824 PC 08f5e748 LR 08889c0c
eFootball PES 2020 "C19" v1.15.2 2023-05-07 Jump to invalid address: 00f00824 PC 08f5e738 LR 08889c0c
eFootball PES 2020 "C19" v1.14.4 2023-04-11 Replacement rowPitch=2048, but w=8192 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-04-05 Replacement rowPitch=1024, but w=7680 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-04-01 Replacement rowPitch=1024, but w=4800 (level=0)
eFootball PES 2020 "C19" v1.14.2 2023-03-29 UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1512,720
eFootball PES 2020 "C19" v1.17.1 2024-08-24 sceDmacMemcpy(dest=04154000, src=091f6230, size=557056): overlapping read
eFootball PES 2020 "C19" v1.14.4 2023-03-18 Unknown GetPointer 00000020 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.14.4 2023-03-12 Texture cache ran out of GPU memory; switching to low memory mode
eFootball PES 2020 "C19" v1.14.4 2024-02-25 Replacement rowPitch=256, but w=2000 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-03-02 Replacement rowPitch=512, but w=1600 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-03-02 Replacement rowPitch=256, but w=800 (level=0)
eFootball PES 2020 "C19" v1.11.3 2023-02-24 Unknown GetPointer 00000000 PC 0886f1e4 LR 0886f210
eFootball PES 2020 "C19" v1.14.4 2023-02-10 Replacement rowPitch=512, but w=7200 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-02-07 Replacement rowPitch=512, but w=3072 (level=0)
eFootball PES 2020 "C19" v1.9.3 2023-02-06 Error in shader compilation: info: Compile failed. ERROR: 0:456: 'mix' : no matching overloaded function found ERROR: 0:456: 'assign' : cannot convert from 'float' to '3-component vector of float' 2 compilation errors. No code generated. postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.3 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader #define brightness 2.5 //Default: 1.0 #define contrast 1.23 //Default: 1.0 //negative will be... well negative;p #define red 0.55 //Default: 1.0 #define green 0.55 //Default: 1.0 #define blue 0.55 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.2 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #d
eFootball PES 2020 "C19" v1.14.4 2023-02-04 Replacement rowPitch=512, but w=3200 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-04-12 Replacement rowPitch=2048, but w=8000 (level=0)
eFootball PES 2020 "C19" v1.14.3 2023-01-29 UI scissor out of bounds in GameSettingsScreen: 476,0-1906,1080 / 2270,1080
eFootball PES 2020 "C19" v1.14.4 2023-04-02 Replacement rowPitch=256, but w=400 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-01-25 Error in shader compilation: info: ERROR: 0:47: 'gl_ClipDistance' : undeclared identifier ERROR: 0:47: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:47: 'assign' : l-value required (can't modify a const) 40000000:00000930 HWX T Tex Flat Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000930 HWX T Tex Flat Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2020 "C19" v1.14.4 2023-01-25 Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:48: 'assign' : l-value required (can't modify a const) 40000000:00000938 HWX C T Tex Flat Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000938 HWX C T Tex Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2020 "C19" v1.14.4 2023-01-25 Error in shader compilation: info: ERROR: 0:44: 'gl_ClipDistance' : undeclared identifier ERROR: 0:44: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:44: 'assign' : l-value required (can't modify a const) 00000000:00000128 HWX C Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000128 HWX C Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2020 "C19" v1.14.4 2023-01-25 Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:48: 'assign' : l-value required (can't modify a const) 00000000:00000938 HWX C T Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000938 HWX C T Tex Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2020 "C19" v1.14.4 2023-01-25 Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:287: 'assign' : l-value required (can't modify a const) 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 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) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldo
eFootball PES 2020 "C19" v1.11.3 2023-06-18 Unknown GetPointer 00000000 PC 0881f5a0 LR 08000020
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
eFootball PES 2020 "C19" v1.13.2 2022-11-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
eFootball PES 2020 "C19" v1.13.2 2022-10-28 Jump to invalid address: 0264e510
eFootball PES 2020 "C19" v1.13.2 2022-10-28 Jump to invalid address: 0264e4a0
eFootball PES 2020 "C19" v1.12.3 2022-10-22 WriteToHardware: Invalid address 00000000 near PC 0885f6e8 LR 0885f6c0
eFootball PES 2020 "C19" v1.12.3 2022-10-22 ReadFromHardware: Invalid address 00000000 near PC 0885f6e8 LR 0885f6c0
eFootball PES 2020 "C19" v1.12.3 2022-10-25 Unknown GetPointer 3d4a2047 PC 0888d3f4 LR 0888d3fc
eFootball PES 2020 "C19" v1.13.2 2024-05-09 80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header
eFootball PES 2020 "C19" v1.11.3 2022-09-09 Unknown GetPointer 00000000 PC 00000000 LR 00000000
eFootball PES 2020 "C19" v1.12.3 2022-08-25 Unknown GetPointer 00000000 PC 088287e8 LR 088287f0
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 6
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 5
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 4
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 3
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 1
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 0
eFootball PES 2020 "C19" v1.13.1 2022-08-23 GE Interrupt: newState might be 7
eFootball PES 2020 "C19" v1.13.2 2023-01-04 Unknown GetPointer 00000140 PC 08824ce4 LR 088113c4
eFootball PES 2020 "C19" v1.14.2 2023-01-21 Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4
eFootball PES 2020 "C19" v1.17.1 2024-08-25 Unknown GetPointer 00000000 PC 0884a908 LR 0884a928
eFootball PES 2020 "C19" v1.17.1 2024-08-25 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball PES 2020 "C19" v1.4-56-gb1a530b 2022-08-03 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
eFootball PES 2020 "C19" v1.14.4 2023-05-06 Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc
eFootball PES 2020 "C19" v1.6.3 2024-03-21 GL ran out of GPU memory; switching to low memory mode
eFootball PES 2020 "C19" v1.16.6 2024-01-23 sceNetAdhocMatchingInit(32768) at 08a71984
eFootball PES 2020 "C19" v1.16.1 2023-09-17 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
eFootball PES 2020 "C19" v1.13 2022-07-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296776
eFootball PES 2020 "C19" v1.12.3 2022-07-29 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
eFootball PES 2020 "C19" v1.12.3 2022-07-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
eFootball PES 2020 "C19" v1.12.3 2022-07-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
eFootball PES 2020 "C19" v1.12.3 2022-07-19 Unknown GetPointer 6f54206f PC 08a02a1c LR 0887137c
eFootball PES 2020 "C19" v1.12.3 2022-07-11 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
eFootball PES 2020 "C19" v1.12.3 2022-07-11 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
eFootball PES 2020 "C19" v1.12.3 2022-07-09 Unknown GetPointer 00000000 PC 088113a8 LR 088113c4
eFootball PES 2020 "C19" v1.12.3 2022-07-06 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.12.3 2022-07-05 Unknown GetPointer 00000000 PC 08871364 LR 0887137c
eFootball PES 2020 "C19" v1.12.3 2022-07-02 Unknown GetPointer 00000000 PC 08a02c8c LR 08983084
eFootball PES 2020 "C19" v1.12.3 2022-07-02 Unknown GetPointer 0e276d1d PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.12.3 2022-06-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
eFootball PES 2020 "C19" v1.12.3 2022-06-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
eFootball PES 2020 "C19" v1.12.3 2022-06-29 Unimplemented HLE function Kprintf
eFootball PES 2020 "C19" v1.12.3 2022-06-29 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
eFootball PES 2020 "C19" v1.12.3 2022-06-22 Waiting thread for 20 that was already waiting for 20
eFootball PES 2020 "C19" v1.5.4 2024-04-19 Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0
eFootball PES 2020 "C19" v1.12.3 2022-06-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
eFootball PES 2020 "C19" v1.11 2022-06-16 Jump to invalid address: 070c8044
eFootball PES 2020 "C19" v1.12.3 2023-05-08 Unknown GetPointer 00000000 PC 08824ce4 LR 088113c4
eFootball PES 2020 "C19" v1.12.3 2022-06-28 Unknown GetPointer 00000001 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.6.3 2022-06-11 sceDmacMemcpy(dest=04154000, src=0948f230, size=557056): overlapping read
eFootball PES 2020 "C19" v1.12.3 2022-05-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
eFootball PES 2020 "C19" v1.12.3 2022-05-23 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
eFootball PES 2020 "C19" v1.14.4 2023-06-09 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2