Recent logs - Pro Evolution Soccer 6

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Pro Evolution Soccer 6 v1.17.1 2024-05-20 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 41e00000
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 42940000
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction ccb1dd20
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 4f67ff28
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 4fa04ae3
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 4c000a04
Pro Evolution Soccer 6 v1.17.1 2024-05-19 MIPSCompileOp: Invalid instruction 4f01001d
Pro Evolution Soccer 6 v1.17.1 2024-05-19 Unknown GetPointer a3504532 PC 08819720 LR 08819734
Pro Evolution Soccer 6 v1.17.1 2024-05-19 Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644
Pro Evolution Soccer 6 v1.17.1 2024-05-19 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.17.1 2024-05-19 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.9.0 2024-05-14 UNIMPL sceUtilityLoadUsbModule(1) --NATIVE-DATA-BOUNPOST /report/mb95064b-0 Content-Disposition: form-data; name="verify" Content-Length: 67 Content-Transfer-Encoding: binary UNIMPL sceUtilityLoadUsbModule(%i)UNIMPL sceUtilityLoadUsbModule(1)
Pro Evolution Soccer 6 v1.17.1 2024-05-07 sceMpegRingbufferPut(): invalid mpeg data
Pro Evolution Soccer 6 v1.17.1 2024-04-25 80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header
Pro Evolution Soccer 6 v1.17.1 2024-04-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.17.1 2024-04-21 Unknown GetPointer 4faff61e PC 088197e4 LR 088197f8
Pro Evolution Soccer 6 v1.17.1 2024-04-10 Unknown GetPointer f1452691 PC 088197e4 LR 088197f8
Pro Evolution Soccer 6 v1.16.6 2024-04-09 Unexpected mpeg first timestamp: 5fe99787b72 / 6591054642034
Pro Evolution Soccer 6 v1.17.1 2024-04-07 MPEG user data found
Pro Evolution Soccer 6 v1.11.3 2024-03-29 Unimplemented HLE function sceUtilityHtmlViewerGetStatus
Pro Evolution Soccer 6 v1.10.2 2024-03-23 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Pro Evolution Soccer 6 v1.17.1 2024-03-02 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Pro Evolution Soccer 6 v1.17 2024-02-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.14.1 2024-02-18 UI scissor out of bounds in GameSettingsScreen: 341,0-1446,810 / 1706,810
Pro Evolution Soccer 6 v1.12.3 2024-01-27 __KernelStopThread: thread 1126 does not exist
Pro Evolution Soccer 6 v1.16.6 2024-01-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.16.6 2024-01-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.13.2 2024-01-22 __KernelStopThread: thread 503 does not exist
Pro Evolution Soccer 6 v1.16.6 2024-01-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.16.6 2024-01-03 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088add24
Pro Evolution Soccer 6 v1.16.6 2023-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.15.4-69-gca75e2015 2023-12-30 ReadFromHardware: Invalid address 00000018 near PC 08879894 LR 0887c260
Pro Evolution Soccer 6 v1.15.4-69-gca75e2015 2023-12-30 ReadFromHardware: Invalid address 00000014 near PC 0887c16c LR 0887c16c
Pro Evolution Soccer 6 v1.16.6 2023-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.16.6 2023-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.16.6 2023-12-30 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
Pro Evolution Soccer 6 v1.16.6 2023-12-18 __KernelStopThread: thread 328 does not exist (helper deleted)
Pro Evolution Soccer 6 v1.16.6 2023-12-18 Could not setup streams, unexpected stream count: 46230
Pro Evolution Soccer 6 v1.16.6 2023-12-18 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
Pro Evolution Soccer 6 v1.16.6 2023-12-13 Unknown GetPointer 00000060 PC 088d29c8 LR 088d29d0
Pro Evolution Soccer 6 v1.16.6 2023-11-19 MIPSCompileOp: Invalid instruction 00042ac1
Pro Evolution Soccer 6 v1.16.6 2023-11-19 Jump to invalid address: 0314828c PC 08ff5bac LR 08dbdc84
Pro Evolution Soccer 6 v1.16.6 2023-11-19 MIPSCompileOp: Invalid instruction 00c76037
Pro Evolution Soccer 6 v1.16.6 2023-11-19 Trying to compile instruction 48c63823 that can't be interpreted
Pro Evolution Soccer 6 v1.16.6 2023-11-19 Jump to invalid address: 0b800020 PC 08ff5f74 LR 08dbdc84
Pro Evolution Soccer 6 v1.16.6 2023-11-19 MIPSCompileOp: Invalid instruction 42080000
Pro Evolution Soccer 6 v1.16.6 2023-11-19 Branch in branch delay slot at 08ff5bb8 with different target
Pro Evolution Soccer 6 v1.8.0 2023-11-18 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
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538292
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728312
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720384
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598328
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145464000
Pro Evolution Soccer 6 v1.10.2 2023-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146508164
Pro Evolution Soccer 6 v1.14.3-10-gb4571648d 2023-11-15 UI scissor out of bounds in GameSettingsScreen: 310,0-1191,721 / 1512,720
Pro Evolution Soccer 6 v1.16.6 2023-11-05 MIPSCompileOp: Invalid instruction 4af74af7
Pro Evolution Soccer 6 v1.16.6 2023-11-05 MIPSCompileOp: Invalid instruction 4ef752f7
Pro Evolution Soccer 6 v1.16.6 2023-11-05 Branch in Jump delay slot at 090fd800 in block starting at 090fb110
Pro Evolution Soccer 6 v1.16.6 2023-11-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001e, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.16.5 2023-10-29 80630007=sceAtracSetData(2, 08d4b180, 0000edb8): atracID uses different codec type than data
Pro Evolution Soccer 6 v1.16.5 2023-10-29 80630007=sceAtracSetData(2, 08d4b180, 00011518): atracID uses different codec type than data
Pro Evolution Soccer 6 v1.16.5 2023-10-29 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
Pro Evolution Soccer 6 v1.17.1 2024-05-26 Can't draw: No current render step. Step count: 0
Pro Evolution Soccer 6 v1.16.6 2023-10-24 __KernelStopThread: thread 734 does not exist (helper deleted)
Pro Evolution Soccer 6 v1.15.4 2023-10-23 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Pro Evolution Soccer 6 v1.13.2 2023-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Pro Evolution Soccer 6 v1.10.3 2023-10-13 MIPSCompileOp: Invalid instruction 01010101
Pro Evolution Soccer 6 v1.14.2 2023-10-10 UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1504,720
Pro Evolution Soccer 6 v1.16.5 2023-10-10 MIPSCompileOp: Invalid instruction 00000005
Pro Evolution Soccer 6 v1.16.5 2023-10-09 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
Pro Evolution Soccer 6 v1.16.5 2023-10-09 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.16.5 2023-10-06 Unknown GetPointer cccb9a0d PC 088197e4 LR 088197f8
Pro Evolution Soccer 6 v1.16.6 2024-01-20 00000400=sceGeEdramSetAddrTranslation(00000800)
Pro Evolution Soccer 6 v1.17.1 2024-02-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Pro Evolution Soccer 6 v1.15.1 2023-08-17 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
Pro Evolution Soccer 6 v1.15.1 2023-08-17 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Pro Evolution Soccer 6 v1.15.4 2023-08-17 Unknown GetPointer e2df88ae PC 088197e4 LR 088197f8
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00110000: pc = 00100000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00120000: pc = 00110000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00090000: pc = 00080000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000d0000: pc = 000c0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000a0000: pc = 00090000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00060000: pc = 00050000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000f0000: pc = 000e0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000e0000: pc = 000d0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000b0000: pc = 000a0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00080000: pc = 00070000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00040000: pc = 00030000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00030000: pc = 00020000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00050000: pc = 00040000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00100000: pc = 000f0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 000c0000: pc = 000b0000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00070000: pc = 00060000
Pro Evolution Soccer 6 v1.6.3 2023-08-12 Trying to write block exit to illegal destination 00020000: pc = 00010000
Pro Evolution Soccer 6 v1.10.3-97-gd0e9d2c54 2023-08-03 __KernelStopThread: thread -2147352176 does not exist
Pro Evolution Soccer 6 v1.10.3-97-gd0e9d2c54 2023-08-03 80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested
Pro Evolution Soccer 6 v1.15.4 2023-07-21 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) 00000000:00000928 HWX C T 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)) // 00000000:00000928 HWX C T 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 && u_depthRange.w != 0.0f) { 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; }
Pro Evolution Soccer 6 v1.15.4 2023-07-21 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) 40000000:00000920 HWX T 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)) // 40000000:00000920 HWX T 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 && u_depthRange.w != 0.0f) { 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; }
Pro Evolution Soccer 6 v1.15.4 2023-07-21 Error in shader compilation: info: ERROR: 0:252: 'gl_ClipDistance' : undeclared identifier ERROR: 0:252: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:252: 'assign' : l-value required (can't modify a const) 01000000:80000b20 HWX T N 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)) // 01000000:80000b20 HWX T N 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a);