Recent logs - Need For Speed™ ProStreet

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Game title Version Latest Report Message
Need For Speed™ ProStreet v1.11.3 2021-09-26 80020001=sceKernelCreateMutex(): invalid name
Need For Speed™ ProStreet v1.11.3 2021-09-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.11.3 2021-09-17 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Need For Speed™ ProStreet v1.11.3 2021-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
Need For Speed™ ProStreet v1.11.3 2021-09-09 __KernelStopThread: thread 1391 does not exist
Need For Speed™ ProStreet v1.11.3 2021-09-06 Video out requested, not supported: mode=0 size=512,272
Need For Speed™ ProStreet v1.11.3 2021-08-22 Unknown GetPointer 932a4018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-22 Unknown GetPointer fa2f6018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-19 Unknown GetPointer 1b05d018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-19 Unknown GetPointer 66e92018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-19 Unknown GetPointer 00000001 PC 08b72384 LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-19 Unknown GetPointer a8cea018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-08-19 __KernelStopThread: thread 401 does not exist
Need For Speed™ ProStreet v1.11.3 2021-08-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147746312
Need For Speed™ ProStreet v1.11.3 2021-08-05 80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header
Need For Speed™ ProStreet v1.11.3 2021-07-18 Unknown GetPointer f5dbd018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.7.5 2021-07-15 Error in shader program link: info: (unknown reason) fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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); fragColor0 = v; } vs: 00080000:00007b1c HWX C T N Fog Tex Spline TessC TessT TessRevN #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = texelFetch(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[
Need For Speed™ ProStreet v1.11.3 2021-06-15 __KernelStopThread: thread 395 does not exist
Need For Speed™ ProStreet v1.11.3 2021-06-15 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.11.3 2021-06-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Need For Speed™ ProStreet v1.11.3 2021-06-12 Branch in JumpReg delay slot at 088d2a44 in block starting at 088d2a3c
Need For Speed™ ProStreet v1.11.3 2021-05-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408
Need For Speed™ ProStreet v1.11.3 2021-05-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Need For Speed™ ProStreet v1.11.3 2021-05-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Need For Speed™ ProStreet v1.8.0 2021-05-12 A save request is already running, not starting a new one
Need For Speed™ ProStreet v1.11.3 2021-05-08 Unknown GetPointer abf73018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-05-08 Unknown GetPointer ac376018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-05-08 Unknown GetPointer abe99018 PC 08b723dc LR 08b72d6c
Need For Speed™ ProStreet v1.11.3 2021-05-04 80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header
Need For Speed™ ProStreet v1.11.3 2021-05-03 __KernelStopThread: thread 1418 does not exist
Need For Speed™ ProStreet v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
Need For Speed™ ProStreet v1.11.3 2021-05-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.11.3 2021-05-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.11.3 2021-04-14 __KernelStopThread: thread 392 does not exist
Need For Speed™ ProStreet v1.11.3 2021-09-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
Need For Speed™ ProStreet v1.11.3 2021-06-24 Unexpected mpeg first timestamp: 1436 / 5174
Need For Speed™ ProStreet v1.11.2 2021-03-02 Unknown GetPointer 00000000 PC 089ca348 LR 089ca348
Need For Speed™ ProStreet v1.10.3 2020-11-16 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Need For Speed™ ProStreet v1.10.3 2020-09-29 sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006
Need For Speed™ ProStreet v1.10.3 2020-09-29 FBO using existing buffer as depthbuffer, 04154000/04000000 and 04000000/04110000
Need For Speed™ ProStreet v1.11.3 2021-09-24 Unimplemented HLE function sceNetResolverCreate
Need For Speed™ ProStreet v1.11.3-943-g96406364c 2021-09-27 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
Need For Speed™ ProStreet v1.11.3-943-g96406364c 2021-09-27 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Need For Speed™ ProStreet v1.11.3-943-g96406364c 2021-09-27 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Need For Speed™ ProStreet v1.11.3 2021-05-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759344
Need For Speed™ ProStreet v1.11.3 2021-08-31 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Need For Speed™ ProStreet v1.11.3 2021-05-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
Need For Speed™ ProStreet v1.11.3 2021-05-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Need For Speed™ ProStreet v1.10.3 2020-09-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Need For Speed™ ProStreet v1.11.3 2021-05-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Need For Speed™ ProStreet v1.10.3 2020-09-10 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Need For Speed™ ProStreet v1.10.3 2020-09-10 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
Need For Speed™ ProStreet v1.10.3 2020-09-10 Crazy varData address 01011006, skipping rest of module
Need For Speed™ ProStreet v1.10.3 2020-09-10 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Need For Speed™ ProStreet v1.10.3 2021-05-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Need For Speed™ ProStreet v1.11.3 2021-08-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Need For Speed™ ProStreet v1.11.3 2021-08-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Need For Speed™ ProStreet v1.11.3 2021-08-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Need For Speed™ ProStreet v1.11.3 2021-05-29 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Need For Speed™ ProStreet v1.11.3 2021-05-29 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Need For Speed™ ProStreet v1.10.3 2021-05-29 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Need For Speed™ ProStreet v1.10.3 2021-05-29 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0xa670d3a3
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0xa01443aa
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0x90e4db6a
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0x78802d5f
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0x66c64821
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0x58251346
Need For Speed™ ProStreet v1.10.3 2020-08-21 Unknown syscall in known module 'sceNpService': 0x5494274b
Need For Speed™ ProStreet v1.10.3 2020-08-18 Savedata version requested: 3
Need For Speed™ ProStreet v1.11.3 2021-05-29 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Need For Speed™ ProStreet v1.10.3 2021-05-29 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Need For Speed™ ProStreet v1.9.3 2020-06-03 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0060d032 Tex TexProj TexAlpha Fog TFuncAdd AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f01111:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), wor
Need For Speed™ ProStreet v1.9.3 2020-06-03 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00e0d022 Tex TexProj TexAlpha Fog 2x TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f01111:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.
Need For Speed™ ProStreet v1.9.3 2020-06-03 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00e0d822 Tex TexProj TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f01111:00050b55 HWX T N LM Fog Tex TexProjUV UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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; 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); 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u
Need For Speed™ ProStreet v1.9.3 2020-06-03 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00e00802 Tex TexProj LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f01111:00050b55 HWX T N LM Fog Tex TexProjUV UVMtx Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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; 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); 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_ma
Need For Speed™ ProStreet v1.9.4 2020-03-30 Rendering to framebuffer offset: 04162000 +256x0
Need For Speed™ ProStreet v1.7.4 2020-03-19 Render to texture with different strides 1024 != 512
Need For Speed™ ProStreet v1.7.4 2020-03-19 Render to texture with different formats 0 != 3
Need For Speed™ ProStreet v1.7.4 2020-03-19 Ignoring possible render to texture at 00161800 +0x64 / 480x272