Recent logs - NEED FOR SPEED™ MOST WANTED 5-1-0

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Game title Version Latest Report Message
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.7.4 2020-02-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349056
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-02-12 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00004000:09000000 Flat StenToAlpha Sten1 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = vec4(v.rgb, 1.0); } vs: 40000000:00000108 HWX C Flat (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-02-12 Error in shader compilation: info: 0:19: L0001: Expected token ')', found 'identifier' 40000000:00000108 HWX C Flat #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-02-05 __KernelStopThread: thread 352 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-02-05 __KernelStopThread: thread 360 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-02-05 __KernelStopThread: thread 397 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-02-05 __KernelStopThread: thread 391 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-02-04 __KernelStopThread: thread 406 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-282-g06dc3dbd2 2020-02-17 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-164-g0a5ec4838 2020-02-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-164-g0a5ec4838 2020-02-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-164-g0a5ec4838 2020-02-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-164-g0a5ec4838 2020-02-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 1025 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 1199 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 1282 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 973 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 442 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 1532 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 1451 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 751 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 763 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2020-01-06 WriteToHardware: Invalid address 00000290 near PC 089e0948 LR 089e07c8
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2020-01-06 WriteToHardware: Invalid address 00000038 near PC 089e0ad4 LR 089e0758
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2020-01-10 Unknown GetPointer 00000000 PC 08816130 LR 08816144
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader compilation: info: 0:18: L0001: Expected token ')', found 'identifier' 00000000:00000100 HWX #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:09400800 TexProj LM StenToAlpha Sten1 #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = vec4(v.rgb, 1.0); } vs: 01700111:00050101 HWX LM UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec4 outPos = 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader compilation: info: 0:19: L0001: Expected token ')', found 'identifier' 00000000:00000108 HWX C #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:00000100 HWX (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00400800 TexProj LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 01700111:00050101 HWX LM UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec4 outPos = 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:00000108 HWX C (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00010154 HWX Fog Tex TexProjPos UVMtx (failed) #version 100 precision highp float; attribute 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader compilation: info: 0:62: L0001: Expected token ')', found 'identifier' 01700111:00050101 HWX LM UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec4 outPos = 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:00010100 HWX UVMtx (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2020-01-03 Error in shader compilation: info: 0:18: L0001: Expected token ')', found 'identifier' 00000000:00010100 HWX UVMtx #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-22 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-19 ReadFromHardware: Invalid address 64646464 near PC 64646464 LR 64646464
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-12 WriteToHardware: Invalid address 00000038 near PC 089935b4 LR 08993b18
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-08 Unknown syscall in known module 'ThreadManForUser': 0x71ec4271
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 0000bc80): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 Render to area containing texture at 040cc000 +64x0
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-12-06 Rendering to framebuffer offset: 040cc000 +65x0
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3 2019-12-04 WriteToHardware: Invalid address 00000038 near PC 08993778 LR 08993adc
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.4-56-gb1a530b 2019-11-22 WriteToHardware: Invalid address 00000038 near PC 089e0814 LR 089e0804
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-492-g9fddfff66 2019-11-08 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; 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); fragColor0 = v; } vs: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-11-06 WriteToHardware: Invalid address 00000038 near PC 088c6760 LR 088c688c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-11-01 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.3-77-gaca18a188 2019-10-28 __KernelStopThread: thread 1380 does not exist
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-09-03 Render to area containing texture at 04088000 +128x32
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-08-29 ReadFromHardware: Invalid address 00000000 near PC 08841be8 LR 08841c7c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-08-29 ReadFromHardware: Invalid address 3ffffff4 near PC 0883f958 LR 08915440
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2020-01-10 Savedata version requested on save: 3
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-12-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-12-23 scePowerSetBusClockFrequency(111)
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.5.4 2019-08-20 WriteToHardware: Invalid address 00000038 near PC 08840c20 LR 08840c20
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.7.5 2019-08-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:09400800 TexProj LM StenToAlpha Sten1 #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = vec4(v.rgb, 1.0); } vs: 01f05111:00050101 HWX LM UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:1 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec4 outPos = 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; float distance; lowp float lightScale; 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.7.5 2019-08-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00400800 TexProj LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 01f05111:00050101 HWX LM UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:1 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec4 outPos = 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; float distance; lowp float lightScale; 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2019-10-26 Unknown GetPointer 00000000 PC 0882d3c8 LR 0882d3c8
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.8.0 2019-08-04 WriteToHardware: Invalid address 00000038 near PC 0883e380 LR 0883e138