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Game title |
Version |
Latest Report |
Message |
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-13 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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;
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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;
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00017022 Tex TexAlpha TFuncMod AlphaTest0 !=
#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;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0100d022 Tex TexAlpha StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
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;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00017022 Tex TexAlpha TFuncMod AlphaTest0 !=
#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;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01370010:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:1 t:0 MatUp:7
#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 lowp vec3 u_lightspecular1;
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);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000082 Tex TClamp TFuncMod
#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(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01370010:003a0b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7
#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 lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform vec3 u_lightpos3;
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);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000082 Tex TClamp TFuncMod
#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(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01370011:003a0b10 HWX T N Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7
#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 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 vec3 u_lightpos3;
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);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00017022 Tex TexAlpha TFuncMod AlphaTest0 !=
#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;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01370011:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7
#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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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);
lowp vec3 lightSum1 = vec3(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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000382 Tex TClampST TFuncMod
#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.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00002a82:00000022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
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;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00002a82:00000482 Tex TexOffs TClamp ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
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((mymod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mymod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
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;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00800382 Tex 2x TClampST TFuncMod
#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.rgb, p.a);
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.6.3 |
2025-01-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00800082 Tex 2x TClamp TFuncMod
#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(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 00000000:00000012 THR 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);
}
|
Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2024-12-09 |
Game install with no files / data |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-11-05 |
sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-11-05 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-11-05 |
sceKernelCreateThread(name=system): unsupported attributes 00000006 |
Midnight Club 3: DUB Edition |
v1.7.1 |
2024-10-26 |
Render to texture with different formats 3 != 1 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-10-03 |
ReadFromHardware: Invalid address d566cf51 near PC d566cf51 LR 08a43cb0 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-23 |
An uneaten prefix at end of block: 08920530 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-13 |
Bad index address 0058c22f! |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-13 |
Drawing region rate add non-zero: 04ff, 04ff of 03ff, 03ff |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-13 |
Imm vertex used secondary color |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-13 |
Imm vertex used clip value, flags=16f000 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-09-13 |
Unknown GE command : d10d6ac1 |
Midnight Club 3: DUB Edition |
v1.14.4 |
2024-09-05 |
__KernelStopThread: thread 284 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-08-10 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 40accc59 |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 446abb92 |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 01070505 |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 44638cbf |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 402c35a3 |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4420cd3a |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4465c762 |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4028238f |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 402c373b |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4423186b |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4024b56b |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 43e31dea |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 40e665cc |
Midnight Club 3: DUB Edition |
v1.11.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 43d4b0d4 |
Midnight Club 3: DUB Edition |
v1.13.2 |
2024-08-02 |
__KernelStopThread: thread 376 does not exist |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-07-29 |
sceGeBreak(mode=0, unknown=08d09918): unknown ptr (valid) |
Midnight Club 3: DUB Edition |
v1.8.0 |
2024-07-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
--NATIVE-DATA-BOUNDARY-32bf5b92g������<?�
Content-Disposition: form-data; name="verify"
Content-Length: 202
Content-Transfer-Encoding: binary
sceKernelLoadModule: unsupported options size=%08x, flags=%08x, pos=%d, access=%d, data=%d, text=%dsceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.17.3 |
2024-07-23 |
__KernelStopThread: thread 1322 does not exist (ApctlThread deleted) |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-07-22 |
80631003=sceAtracSetAA3DataAndGetID(0907dc00, 00010000, 08492000, 09fbf9c8[ffffffff]): invalid ea3 magic bytes |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-07-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-07-16 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-07-03 |
sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0) |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-06-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-06-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-06-25 |
RIFF chunk had uneven size |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-06-18 |
MIPSCompileOp: Invalid instruction 43bd1d3a |
Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2024-06-09 |
80630006=sceAtracSetDataAndGetID(08c027c0, 00010000): RIFF chunk did not contain WAVE |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-05-21 |
Unknown GE command : 4e1289d1 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-05-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-05-10 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-04-25 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon HD 3200 Graphics - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
Midnight Club 3: DUB Edition |
v1.17.1-181-gc6d2fba2f |
2024-04-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=08993c74, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.10-6-g8ac4efd3c |
2024-04-08 |
80630007=sceAtracSetData(2, 08d4b180, 0000ce00): atracID uses different codec type than data |
Midnight Club 3: DUB Edition |
v1.10-6-g8ac4efd3c |
2024-04-08 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
Midnight Club 3: DUB Edition |
v1.10-6-g8ac4efd3c |
2024-04-08 |
80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data |
Midnight Club 3: DUB Edition |
v1.10-6-g8ac4efd3c |
2024-04-08 |
Render to area containing texture at 040cc000 +64x0 |
Midnight Club 3: DUB Edition |
v1.10-6-g8ac4efd3c |
2024-04-08 |
Rendering to framebuffer offset: 040cc000 +65x0 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-03-22 |
sceNetAdhocMatchingInit(9816) at 088fc4e8 |
Midnight Club 3: DUB Edition |
v1.17.1 |
2024-03-22 |
80630006=sceAtracSetData(2, 08b9d5c0, 00038000): invalid RIFF header |
Midnight Club 3: DUB Edition |
v1.6.3 |
2024-03-02 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00217002 Tex Fog TFuncMod AlphaTest0 !=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout 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 (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Midnight Club 3: DUB Edition |
v1.12.2 |
2024-02-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.12.2 |
2024-02-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-02-14 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
Midnight Club 3: DUB Edition |
v1.6.3 |
2024-01-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33144 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf760 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 020904e0 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf754 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 02742900 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf750 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 0326cb60 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf74c in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 02741430 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf748 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 02741450 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf744 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf740 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 03487ee0 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf72c in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 033d12c0 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf728 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 029050e0 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 02905130 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf71c in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf708 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
MIPSCompileOp: Invalid instruction 7f800001 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Branch in Jump delay slot at 09fbf6e0 in block starting at 09fbf600 |
Midnight Club 3: DUB Edition |
v1.16.6 |
2024-01-12 |
Jump to invalid address: 033aa480 |