Recent logs - Need For Speed™ Underground Rivals

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Game title Version Latest Report Message
Need For Speed™ Underground Rivals v1.17.1 2024-02-28 Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0)
Need For Speed™ Underground Rivals v1.17.1 2024-02-28 Unknown GetPointer 00000000 PC 089951dc LR 088160ec
Need For Speed™ Underground Rivals v1.17.1 2024-02-28 Unknown GetPointerWrite 00000000 PC 089951dc LR 088160ec
Need For Speed™ Underground Rivals v1.17.1 2024-02-27 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Need For Speed™ Underground Rivals v1.12.3 2024-02-22 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2
Need For Speed™ Underground Rivals v1.12.3 2024-02-22 sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1
Need For Speed™ Underground Rivals v1.17.1 2024-02-17 MIPSCompileOp: Invalid instruction 00020001
Need For Speed™ Underground Rivals v1.17.1 2024-02-17 MIPSCompileOp: Invalid instruction 00100005
Need For Speed™ Underground Rivals v1.17.1 2024-02-17 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
Need For Speed™ Underground Rivals v1.17.1 2024-02-17 MIPSCompileOp: Invalid instruction 00010005
Need For Speed™ Underground Rivals v1.17.1 2024-02-17 MIPSCompileOp: Invalid instruction 01069701
Need For Speed™ Underground Rivals v1.15.4 2024-02-03 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
Need For Speed™ Underground Rivals v1.10.3 2024-01-28 Unimplemented HLE function sceNetApctlGetState
Need For Speed™ Underground Rivals v1.15.4 2024-02-08 80630006=sceAtracSetHalfwayBufferAndGetID(08dda400, 00000800, 00040000): invalid RIFF header
Need For Speed™ Underground Rivals v1.16.6 2024-01-15 WriteToHardware: Invalid address 00002260 near PC 089aadb8 LR 089aad18
Need For Speed™ Underground Rivals v1.16.6 2024-01-13 __KernelStopThread: thread 349 does not exist (helper deleted)
Need For Speed™ Underground Rivals v1.16.6 2024-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2
Need For Speed™ Underground Rivals v1.16.6 2024-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=1, text=1
Need For Speed™ Underground Rivals v1.16.6 2024-01-13 WriteToHardware: Invalid address 00002260 near PC 0892a650 LR 0892a704
Need For Speed™ Underground Rivals v1.14.1 2024-01-11 00000400=sceGeEdramSetAddrTranslation(00001000)
Need For Speed™ Underground Rivals v1.13.2 2024-02-23 MIPSCompileOp: Invalid instruction 460c7312
Need For Speed™ Underground Rivals v1.16.6 2024-01-09 WriteToHardware: Invalid address 00002260 near PC 0893c6a4 LR 0893c6f8
Need For Speed™ Underground Rivals v1.16.6 2024-01-05 WriteToHardware: Invalid address 00002260 near PC 089f64b4 LR 089f6a50
Need For Speed™ Underground Rivals v1.16.4 2024-01-05 WriteToHardware: Invalid address 00002260 near PC 089fe52c LR 089fe4e0
Need For Speed™ Underground Rivals v1.16.6 2023-12-26 __KernelStopThread: thread 320 does not exist (helper deleted)
Need For Speed™ Underground Rivals v1.11.3 2023-12-23 WriteToHardware: Invalid address 00002260 near PC 08832994 LR 08aa7860
Need For Speed™ Underground Rivals v1.16.6 2023-12-21 WriteToHardware: Invalid address 00002260 near PC 08995314 LR 089f6b30
Need For Speed™ Underground Rivals v1.15.3 2023-12-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 01f01111:00040121 HWX LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f01111:00040121 HWX LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 Cull attribute vec3 position; 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); 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); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = po
Need For Speed™ Underground Rivals v1.16.6 2023-12-08 __KernelStopThread: thread 861 does not exist (ApctlThread deleted)
Need For Speed™ Underground Rivals v1.16.6 2023-12-03 MIPSCompileOp: Invalid instruction 43fbd200
Need For Speed™ Underground Rivals v1.16.6 2023-12-03 MIPSCompileOp: Invalid instruction 4746fffe
Need For Speed™ Underground Rivals v1.16.6 2023-11-29 WriteToHardware: Invalid address 00002260 near PC 089bf054 LR 089bf054
Need For Speed™ Underground Rivals v1.16.6 2023-12-26 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Need For Speed™ Underground Rivals v1.16.6 2023-11-24 Savedata loading with detected hashmode 1 instead of file's 5
Need For Speed™ Underground Rivals v1.16.6 2023-11-23 GE Interrupt: newState might be 9
Need For Speed™ Underground Rivals v1.16.6 2023-11-23 GE Interrupt: newState might be 8
Need For Speed™ Underground Rivals v1.17 2024-01-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000003, pos=0, access=1, data=2, text=2
Need For Speed™ Underground Rivals v1.16.6 2023-11-15 __KernelStopThread: thread 282 does not exist (ApctlThread deleted)
Need For Speed™ Underground Rivals v1.16.6 2023-11-15 __KernelStopThread: thread 282 does not exist (ApctlThread stopped)
Need For Speed™ Underground Rivals v1.15.3 2023-11-06 sceKernelLoadModule: unsupported options size=00000014, flags=09fff670, pos=0, access=1, data=1, text=1
Need For Speed™ Underground Rivals v1.16.6 2024-01-17 Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751
Need For Speed™ Underground Rivals v1.15.3 2023-10-25 Branch in RSRTComp delay slot at 08800894 in block starting at 08800894
Need For Speed™ Underground Rivals v1.17.1 2024-02-29 Can't draw: No current render step. Step count: 0
Need For Speed™ Underground Rivals v1.16.6 2023-10-19 WriteToHardware: Invalid address 00002260 near PC 0893af7c LR 0893b4dc
Need For Speed™ Underground Rivals v1.14.1 2023-12-02 UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720
Need For Speed™ Underground Rivals v1.11.2 2023-10-02 Bottom-right corner of source of block transfer is at an invalid address: 0480fec2
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 Jump to invalid address: 06a42094
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 MIPSCompileOp: Invalid instruction 45adc8a2
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 800200d3=sceKernelStartThread(144832596, 0, 810ad6e7): bad thread argument pointer/length 00000000 / 810ad6e7
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 Branch in Jump delay slot at 08a249a0 in block starting at 08a249a0
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 MIPSCompileOp: Invalid instruction 71a8e57c
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 MFIC instruction hit (71bef4e4) at 089c44cc
Need For Speed™ Underground Rivals v1.12.3 2023-09-29 Branch in Jump delay slot at 089c44d8 in block starting at 089c44cc
Need For Speed™ Underground Rivals v1.13.2 2023-09-26 sceUtilityOskInitStart: invalid status
Need For Speed™ Underground Rivals v1.16.1 2023-09-18 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000802:12180000)
Need For Speed™ Underground Rivals v1.16.1 2023-09-18 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12180000)
Need For Speed™ Underground Rivals v1.16.1 2023-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00190000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > TestDiscardToZero #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00190000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > TestDiscardToZero uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) v.a = 0.0; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:72: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:73: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:74: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:75: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:121: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:122 01000000:80040101 HWX LM Light: LightUberShader #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)) // 01000000:80040101 HWX LM Light: LightUberShader in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 lowp vec3 v_color1; 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; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, ve
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) v.a = 0.0; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:77: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:78: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:79: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:80: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:126: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:127 01000000:80090b11 HWX T N LM Tex TexProjNNrm UVMtx Light: LightUberShader #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)) // 01000000:80090b11 HWX T N LM Tex TexProjNNrm UVMtx Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0080d822 Tex TexAlpha LM 2x TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0080d822 Tex TexAlpha LM 2x TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:77: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:78: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:79: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:80: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:126: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:127 01000000:80050b11 HWX T N LM Tex TexProjUV UVMtx Light: LightUberShader #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)) // 01000000:80050b11 HWX T N LM Tex TexProjUV UVMtx Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:17: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:17: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0000d000 AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d000 AlphaTest > uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 v = v_color0 ; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.14.1 2023-09-08 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d022 Tex TexAlpha TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
Need For Speed™ Underground Rivals v1.15.4 2023-09-08 __KernelStopThread: thread 374 does not exist (helper deleted)
Need For Speed™ Underground Rivals v1.15.4 2023-09-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=1, text=1
Need For Speed™ Underground Rivals v1.13.2 2023-08-19 WriteToHardware: Invalid address 00002260 near PC 088307b4 LR 08830740
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 sceNetAdhocMatchingInit(3000) at 088f2b90
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction cdbe0e24
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction cd815084
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 00001bf9
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 000009e9
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 77900000
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 Jump to invalid address: 00083ba4
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 65800008
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 65d8068c
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 010c0bb5
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 010c0af5
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 010c0ab5
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp 69600008 failed
Need For Speed™ Underground Rivals v1.15.4 2023-08-19 MIPSCompileOp: Invalid instruction 010c0a75
Need For Speed™ Underground Rivals v1.15.4 2023-08-18 MIPSCompileOp: Invalid instruction cd80762c
Need For Speed™ Underground Rivals v1.15.4 2023-08-18 MIPSCompileOp: Invalid instruction 000009df
Need For Speed™ Underground Rivals v1.15.4 2023-08-18 Jump to invalid address: 00083b7c
Need For Speed™ Underground Rivals v1.15.4 2023-08-18 An uneaten prefix at end of block: 08000104
Need For Speed™ Underground Rivals v1.15.4 2023-08-16 WriteToHardware: Invalid address 00002260 near PC 0881b8b8 LR 0881b8b8
Need For Speed™ Underground Rivals v1.13.2-2494-g6a6ec80f6 2023-08-11 UI scissor out of bounds in MainScreen: 61,0-1250,817 / 1722,816
Need For Speed™ Underground Rivals v1.13.2-2494-g6a6ec80f6 2023-08-11 UI scissor out of bounds in CwCheatScreen: 518,0-1002,721 / 1520,720
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000000 #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000000 in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000120 HWX Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000120 HWX Cull in vec3 position; 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 = u_matambientalpha; v_texcoord = splat3(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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000002 Tex TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000002 Tex TFuncMod uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; fragColor0 = v; } vs: 00000000:00010120 HWX TexProjPos UVMtx Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00010120 HWX TexProjPos UVMtx Cull in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 = u_matambientalpha; v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:0000d000 AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d000 AlphaTest > uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 00000000:00000020 Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000020 Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; 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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:0000d002 Tex TFuncMod AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d002 Tex TFuncMod AlphaTest > uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 00000000:00010120 HWX TexProjPos UVMtx Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00010120 HWX TexProjPos UVMtx Cull in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 = u_matambientalpha; v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000002 Tex TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000002 Tex TFuncMod uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000082 Tex TClamp TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000082 Tex TClamp TFuncMod uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; fragColor0 = v; } vs: 00000000:00000128 HWX C Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #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 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 = splat3(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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000002 Tex TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000002 Tex TFuncMod uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; fragColor0 = v; } vs: 00000000:00000028 C Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000028 C Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; 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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000082 Tex TClamp TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000082 Tex TClamp TFuncMod uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; fragColor0 = v; } vs: 00000000:00000928 HWX C T Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-30 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:00000000 #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000000 in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000128 HWX C Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #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 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 = splat3(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; gl_Position = outPos; }
Need For Speed™ Underground Rivals v1.15.4 2023-07-27 WriteToHardware: Invalid address 00002260 near PC 0893af7c LR 0893b058