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Game title |
Version |
Latest Report |
Message |
FIFA STREET 2 |
v1.10.2 |
2024-03-19 |
FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000 |
FIFA STREET 2 |
v1.10.3 |
2024-03-12 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
FIFA STREET 2 |
v1.10.3 |
2024-03-12 |
Unknown syscall in known module 'sceNpAuth': 0x72bb0467 |
FIFA STREET 2 |
v1.12.3 |
2024-03-03 |
WriteToHardware: Invalid address 00000018 near PC 08ab81f8 LR 08ab80a0 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1764,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1764,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1764,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1764,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1764,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1637,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1637,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1637,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1637,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1637,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1740,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1740,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1740,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1740,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1740,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,525-0,83 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,421-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,317-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,213-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,109-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1799,85-0,20 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,525-0,83 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,421-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,317-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,213-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,109-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1761,85-0,20 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,525-0,83 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,421-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,317-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,213-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,109-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1642,85-0,20 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1798,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1798,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1798,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1798,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-02-26 |
UI scissor out of bounds in SavedataScreen: 1798,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.17.1 |
2024-02-19 |
Bad vertex address 04dcfa98! |
FIFA STREET 2 |
v1.17.1 |
2024-02-19 |
Unknown GE command : 03a3fa98 |
FIFA STREET 2 |
v1.17.1 |
2024-02-16 |
ReadFromHardware: Invalid address 66666666 near PC 66666666 LR 66666666 |
FIFA STREET 2 |
v1.17 |
2024-02-09 |
Unknown GetPointerWrite 0003ffcb PC 08ac9f90 LR 08a5cb58 |
FIFA STREET 2 |
v1.14.1 |
2024-01-31 |
UI scissor out of bounds in MainScreen: 0,0-836,721 / 1198,720 |
FIFA STREET 2 |
v1.10.3 |
2024-01-26 |
Unknown syscall in known module 'sceNpService': 0x5f5e32af |
FIFA STREET 2 |
v1.10.3 |
2024-01-26 |
Unknown syscall in known module 'sceNp': 0x7e0864df |
FIFA STREET 2 |
v1.11.3 |
2024-01-25 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
FIFA STREET 2 |
v1.16.6 |
2023-12-30 |
Failed to truncate file. |
FIFA STREET 2 |
v1.6.3 |
2023-12-16 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0000d000 AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000100 HWX
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
FIFA STREET 2 |
v1.16.6 |
2023-12-10 |
WriteToHardware: Invalid address 00000018 near PC 08998c5c LR 08998af0 |
FIFA STREET 2 |
v1.16.6 |
2023-12-07 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
FIFA STREET 2 |
v1.14 |
2023-12-06 |
UI scissor out of bounds in SavedataScreen: 1796,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2023-12-06 |
UI scissor out of bounds in SavedataScreen: 1796,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2023-12-06 |
UI scissor out of bounds in SavedataScreen: 1796,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2023-12-06 |
UI scissor out of bounds in SavedataScreen: 1796,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2023-12-06 |
UI scissor out of bounds in SavedataScreen: 1796,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1800,516-0,92 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1800,412-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1800,308-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1800,204-0,99 / 1600,720 |
FIFA STREET 2 |
v1.14 |
2024-03-02 |
UI scissor out of bounds in SavedataScreen: 1800,100-0,99 / 1600,720 |
FIFA STREET 2 |
v1.11.3 |
2023-12-01 |
80630006=sceAtracSetData(2, 08d4b180, 00004e08): invalid RIFF header |
FIFA STREET 2 |
v1.16.6 |
2023-11-26 |
ReadFromHardware: Invalid address 63000000 near PC 63000000 LR 08a863f4 |
FIFA STREET 2 |
v1.16.6 |
2023-11-11 |
WriteToHardware: Invalid address 0034672c near PC 0895219c LR 08952188 |
FIFA STREET 2 |
v1.16.6 |
2023-11-11 |
ReadFromHardware: Invalid address 00321a1c near PC 08aca170 LR 08952160 |
FIFA STREET 2 |
v1.16.6 |
2023-11-11 |
WriteToHardware: Invalid address 00354588 near PC 08ac84c8 LR 08997f20 |
FIFA STREET 2 |
v1.16.6 |
2023-11-11 |
ReadFromHardware: Invalid address 00354588 near PC 08ac84b4 LR 08997f20 |
FIFA STREET 2 |
v1.16.6 |
2023-10-26 |
WriteToHardware: Invalid address 00000018 near PC 08ad7094 LR 08ac69a4 |
FIFA STREET 2 |
v1.17.1 |
2024-03-10 |
Can't draw: No current render step. Step count: 0 |
FIFA STREET 2 |
v1.11.3 |
2023-09-29 |
sceFontOpenUserFile(09f9ac00, /font/pgf/chinese-traditional-10.125.pgf, 00000000, 09fff3e0): file does not exist |
FIFA STREET 2 |
v1.14.4 |
2023-09-25 |
WriteToHardware: Invalid address 00000000 near PC 0899f92c LR 0899f92c |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
Unknown GetPointer 00000000 PC 08a8912c LR 08a89150 |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef) |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first |
FIFA STREET 2 |
v1.13.2 |
2023-09-19 |
Unknown GetPointer 439267d2 PC 439267d2 LR 08a863f4 |
FIFA STREET 2 |
v1.13.2 |
2023-09-19 |
ReadFromHardware: Invalid address 439267d2 near PC 439267d2 LR 08a863f4 |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 341 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 339 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 316 does not exist |
FIFA STREET 2 |
v1.10.3 |
2023-07-24 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
FIFA STREET 2 |
v1.9.0 |
2023-07-24 |
ReadFromHardware: Invalid address 3dba6f28 near PC 3dba6f28 LR 08817030 |
FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 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))
// 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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 |
FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 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))
// 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
|
FIFA STREET 2 |
v1.5.2 |
2023-10-02 |
Error in shader program link: info: cannot find a matched output for input v_color1
/ fs: #version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FIFA STREET 2 |
v1.5.2 |
2023-07-19 |
Error in shader program link: info: cannot find a matched output for input v_color1
/ fs: #version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 623 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 917 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 744 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 762 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 956 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 742 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 655 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 864 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 776 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 544 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 794 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 870 does not exist |