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Game title |
Version |
Latest Report |
Message |
FIFA 14 |
v1.14.2 |
2023-11-23 |
UI scissor out of bounds in GamePauseScreen: 184,35-114,1684 / 544,967 |
FIFA 14 |
v1.14.2 |
2023-11-23 |
UI scissor out of bounds in GamePauseScreen: 0,35-179,1684 / 544,967 |
FIFA 14 |
v1.14.2 |
2023-11-23 |
UI scissor out of bounds in GamePauseScreen: 1155,11-538,295 / 967,544 |
FIFA 14 |
v1.14.2 |
2023-11-23 |
UI scissor out of bounds in GamePauseScreen: 0,11-1138,295 / 967,544 |
FIFA 14 |
v1.16.6 |
2023-11-08 |
Block transfer invalid: 09e63bb0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
FIFA 14 |
v1.16.5 |
2023-11-04 |
Unknown GetPointerWrite 00000100 PC 08b59ae4 LR 08b59aec |
FIFA 14 |
v1.11.3 |
2023-11-14 |
80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header |
FIFA 14 |
v1.12.3 |
2023-10-28 |
Jump to invalid address: 03d1e980 |
FIFA 14 |
v1.12.3 |
2023-10-28 |
Branch in Jump delay slot at 0950f12c in block starting at 0950f12c |
FIFA 14 |
v1.15.4 |
2023-10-22 |
WriteToHardware: Invalid address 00000080 near PC 08b01ef8 LR 08dd4354 |
FIFA 14 |
v1.16.5 |
2023-10-09 |
Failed to truncate file. |
FIFA 14 |
v1.11.3 |
2023-09-10 |
FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000 |
FIFA 14 |
v1.11.3 |
2023-09-10 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
FIFA 14 |
v1.14.4 |
2023-09-04 |
__KernelStopThread: thread 481 does not exist (helper deleted) |
FIFA 14 |
v1.15.4 |
2023-08-09 |
Unknown GetPointerWrite 0000000c PC 08ad35f4 LR 08ae9cc0 |
FIFA 14 |
v1.6.3 |
2023-08-07 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01730000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FIFA 14 |
v1.6.3 |
2023-08-07 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FIFA 14 |
v1.13.2 |
2023-08-06 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 040d8000/04088000 |
FIFA 14 |
v1.13.2 |
2023-08-06 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 040e8000/04088000 |
FIFA 14 |
v1.13.1 |
2023-07-17 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08abcdbc |
FIFA 14 |
v1.13.1 |
2023-07-17 |
Unknown GetPointer 00000554 PC 08ae6c70 LR 08ae6c9c |
FIFA 14 |
v1.13.1 |
2023-07-17 |
Unknown GetPointerWrite 0000000c PC 08abc954 LR 08abc96c |
FIFA 14 |
v1.13.2 |
2023-06-25 |
Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59aec |
FIFA 14 |
v1.12.3 |
2023-06-17 |
__KernelStopThread: thread 461 does not exist |
FIFA 14 |
v1.14.1 |
2023-06-06 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544 |
FIFA 14 |
v1.6.3 |
2023-06-04 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0000038e Tex TClampST TFuncRepl
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
float mymod(float a, float b) { return a - b * floor(a / b); }
void main() {
vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FIFA 14 |
v1.14.4 |
2023-05-28 |
Unknown GetPointerWrite ffff8037 PC 08ae6c70 LR 08ae6c9c |
FIFA 14 |
v1.14.4 |
2023-05-14 |
Unknown GetPointerWrite 18040119 PC 08dec250 LR 08dec264 |
FIFA 14 |
v1.12.3 |
2023-05-01 |
Unknown GetPointer 00000001 PC 08de500c LR 08de5014 |
FIFA 14 |
v1.14.4 |
2023-04-27 |
Unknown GetPointerWrite 726f6f43 PC 08dec250 LR 08dec264 |
FIFA 14 |
v1.14.4 |
2023-04-20 |
Replacement rowPitch=512, but w=1000 (level=0) |
FIFA 14 |
v1.14.4 |
2023-04-13 |
Replacement rowPitch=512, but w=8000 (level=0) |
FIFA 14 |
v1.14.4 |
2023-04-09 |
Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59a50 |
FIFA 14 |
v1.13.2 |
2023-04-06 |
__KernelStopThread: thread 376 does not exist |
FIFA 14 |
v1.13.2 |
2023-04-06 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000 |
FIFA 14 |
v1.13.2 |
2023-04-06 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000 |
FIFA 14 |
v1.14.4 |
2023-03-21 |
Unknown GetPointerWrite 00300038 PC 08dec250 LR 08dec264 |
FIFA 14 |
v1.14.1 |
2023-03-21 |
UI scissor out of bounds in GamePauseScreen: 736,32-321,2194 / 2227,1080 |
FIFA 14 |
v1.14.1 |
2023-03-21 |
UI scissor out of bounds in GamePauseScreen: 80,32-641,2194 / 2227,1080 |
FIFA 14 |
v1.14.1 |
2023-03-21 |
UI scissor out of bounds in GamePauseScreen: 1721,112-480,969 / 1080,2227 |
FIFA 14 |
v1.14.1 |
2023-03-21 |
UI scissor out of bounds in GamePauseScreen: 0,112-1706,969 / 1080,2227 |
FIFA 14 |
v1.14.1 |
2023-03-21 |
UI scissor out of bounds in GamePauseScreen: 1836,32-481,1048 / 2227,1080 |
FIFA 14 |
v1.11.3-834-gbb38cf842 |
2023-03-20 |
Unknown GetPointer 00000090 PC 08de3ea8 LR 08de3eb8 |
FIFA 14 |
v1.14.4 |
2023-03-20 |
Unknown GetPointerWrite 00000000 PC 08b59a88 LR 08b59aec |
FIFA 14 |
v1.11.3-834-gbb38cf842 |
2023-03-19 |
Unknown GetPointer 00000010 PC 08de3ea8 LR 08de3eb8 |
FIFA 14 |
v1.14.4 |
2023-03-10 |
Replacement rowPitch=256, but w=1400 (level=0) |
FIFA 14 |
v1.14.1 |
2023-03-09 |
UI scissor out of bounds in GameSettingsScreen: 416,0-1909,1080 / 2227,1080 |
FIFA 14 |
v1.14.2 |
2023-03-05 |
UI scissor out of bounds in GameSettingsScreen: 318,0-1311,721 / 1640,720 |
FIFA 14 |
v1.14.2 |
2023-03-05 |
UI scissor out of bounds in MainScreen: 80,0-1198,721 / 1640,720 |
FIFA 14 |
v1.14.4 |
2023-03-05 |
Replacement rowPitch=512, but w=2048 (level=0) |
FIFA 14 |
v1.14.2 |
2023-02-27 |
UI scissor out of bounds in MainScreen: 0,0-1099,801 / 1280,800 |
FIFA 14 |
v1.14.2 |
2023-02-27 |
UI scissor out of bounds in GameSettingsScreen: 119,0-1156,801 / 1280,800 |
FIFA 14 |
v1.14.4 |
2023-02-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C 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))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 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_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 = 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 {
lig |
FIFA 14 |
v1.14.4 |
2023-02-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
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) != 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 ( |
FIFA 14 |
v1.13.2 |
2023-02-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 9600 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 077d3760 PC 09a408a4 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40890 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 0694c740 PC 09a40888 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a40884 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40884 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 061dfcd0 PC 09a4087c LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a40878 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06903580 PC 09a40878 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40870 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 077d2860 PC 09a40868 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 40a00000 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 41200000 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40854 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 0694ba40 PC 09a4084c LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a40848 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40848 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 061dfc80 PC 09a40840 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a4083c in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06903560 PC 09a4083c LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40834 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 077d1960 PC 09a4082c LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Trying to compile instruction 41600000 that can't be interpreted |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 41b00000 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a40818 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 0694b380 PC 09a40810 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a4080c in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a4080c LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 061dfc30 PC 09a40804 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a40800 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06903540 PC 09a40800 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a407f8 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 077d0a60 PC 09a407f0 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Trying to compile instruction 415f3333 that can't be interpreted |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 41ff999a |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a407dc LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 0694aac0 PC 09a407d4 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a407d0 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a407d0 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 061dfbe0 PC 09a407c8 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Branch in Jump delay slot at 09a407c4 in block starting at 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06903520 PC 09a407c4 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 06900540 PC 09a407bc LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
Jump to invalid address: 077cfb60 PC 09a407b4 LR 09a40760 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 41300000 |
FIFA 14 |
v1.13.2 |
2023-02-18 |
MIPSCompileOp: Invalid instruction 41900000 |