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| Game title |
Version |
Latest Report |
Message |
| NBA2K13 |
v1.20.3 |
2026-04-24 |
Branch in branch delay slot at 080bb138 with different target |
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:51: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable
01010000:00000928 HWX C T Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:00000128 HWX C Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = color0;
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable
01310000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:87: S0027: Cannot modify an input variable
01f40000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:52: S0027: Cannot modify an input variable
01010000:00000920 HWX T Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:56: S0027: Cannot modify an input variable
01010000:00000930 HWX T Tex Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.18.1 |
2026-03-20 |
MIPSCompileOp: Invalid instruction 000f423f |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd610 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd75c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd9d8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd6e8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd954 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd9d0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd94c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd9cc in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd998 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda90 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7e4 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd768 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd858 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd6f0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7dc in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd91c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd760 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd9d4 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7d8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda54 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda4c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda98 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7e0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda44 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd614 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda14 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda48 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8e0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8dc in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd860 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8d4 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd9c8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda94 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd85c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd6e0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7a8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd764 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd6ec in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in JumpReg delay slot at 046482c0 in block starting at 04648200 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd854 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd95c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd7e8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd958 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd950 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8d0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8a0 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd6e4 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd8d8 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd72c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd864 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd824 in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cd76c in block starting at 090cd608 |
| NBA2K13 |
v1.19.3 |
2026-02-25 |
Branch in Jump delay slot at 090cda50 in block starting at 090cd608 |
| NBA2K13 |
v1.12.3 |
2025-11-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -559038737 |
| NBA2K13 |
v1.12.3 |
2025-11-15 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102464 |
| NBA2K13 |
v1.12.3 |
2025-11-15 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
| NBA2K13 |
v1.12.3 |
2025-11-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477076 |
| NBA2K13 |
v1.12.3 |
2025-11-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148424880 |
| NBA2K13 |
v1.11.3 |
2025-08-17 |
Unknown GetPointer 00000000 PC 08a47880 LR 08a4431c |
| NBA2K13 |
v1.20.3 |
2026-05-14 |
INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first |
| NBA2K13 |
v1.20.3 |
2026-05-14 |
INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first |
| NBA2K13 |
v1.17.1 |
2025-04-26 |
80630006=sceAtracSetDataAndGetID(08d0d280, 00064000): invalid RIFF header |
| NBA2K13 |
v1.18.1 |
2025-04-04 |
__KernelStopThread: thread 852 does not exist (helper deleted) |
| NBA2K13 |
v1.18.1-993-ge80941403a |
2026-01-24 |
SCE_KERNEL_ERROR_INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first |
| NBA2K13 |
v1.18.1-993-ge80941403a |
2026-01-24 |
SCE_KERNEL_ERROR_INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first |
| NBA2K13 |
v1.18.1 |
2025-02-14 |
Jump to invalid address: 0172a000 |
| NBA2K13 |
v1.16.6 |
2025-02-12 |
ReadFromHardware: Invalid address e74977d5 near PC e74977d5 LR 08b93710 |
| NBA2K13 |
v1.18.1 |
2025-02-01 |
ReadFromHardware: Invalid address 00000020 near PC 088bf5ec LR 08828518 |
| NBA2K13 |
v1.18.1 |
2025-02-01 |
An uneaten prefix at end of block for 0880717c |
| NBA2K13 |
v1.18.1 |
2025-01-28 |
WriteToHardware: Invalid address 00000060 near PC 08a4a3a4 LR 08a4b0cc |
| NBA2K13 |
v1.18.1 |
2025-01-28 |
ReadFromHardware: Invalid address 0000003c near PC 08a4a38c LR 08a4b0cc |
| NBA2K13 |
v1.18.1 |
2025-01-28 |
ReadFromHardware: Invalid address 00000008 near PC 08a70eb4 LR 08a70ea8 |
| NBA2K13 |
v1.18.1 |
2025-01-28 |
ReadFromHardware: Invalid address 0000001c near PC 08a74808 LR 08a74b30 |
| NBA2K13 |
v1.18.1 |
2025-01-28 |
WriteToHardware: Invalid address 0000001c near PC 08a7482c LR 08a74b30 |
| NBA2K13 |
v1.17.1 |
2025-01-03 |
ReadFromHardware: Invalid address 78310074 near PC 78310074 LR 08b93710 |
| NBA2K13 |
v1.18.1-493-gbff2498a3f |
2024-12-21 |
ReadFromHardware: Invalid address 00000000 near PC 08b28f6c LR 08b28ed8 |
| NBA2K13 |
v1.18.1-493-gbff2498a3f |
2024-12-21 |
ReadFromHardware: Invalid address 00000008 near PC 08b28f64 LR 08b28f6c |
| NBA2K13 |
v1.18.1 |
2024-12-16 |
ReadFromHardware: Invalid address f6794a80 near PC f6794a80 LR 08b93710 |
| NBA2K13 |
v1.18.1 |
2024-12-16 |
ReadFromHardware: Invalid address f6794780 near PC f6794780 LR 08b93710 |
| NBA2K13 |
v1.10.3 |
2024-12-01 |
Error in shader program link: info: cannot find a matched output for input v_texcoordNC0
cannot find a matched output for input v_texcoordNC1
cannot find a matched output for input v_texcoordNC2
cannot find a matched output for input v_texcoordNC3
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Awas ngelag! :u
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 0.98 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define KIMOCHI 1 //Senpai!
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.69 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest |
| NBA2K13 |
v1.18.1 |
2024-11-29 |
Failed to truncate file. |
| NBA2K13 |
v1.11.3 |
2024-11-22 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
| NBA2K13 |
v1.17.1 |
2024-11-13 |
80630007=sceAtracSetData(2, 08bd5600, 00003ea0): atracID uses different codec type than data |
| NBA2K13 |
v1.17.1 |
2024-11-13 |
80630007=sceAtracSetData(2, 08bd5600, 000029a0): atracID uses different codec type than data |
| NBA2K13 |
v1.17.1 |
2024-11-03 |
Bad bounding box data: 00a8aa |
| NBA2K13 |
v1.17.1 |
2024-11-03 |
Unknown GE command : fb6493a3 |
| NBA2K13 |
v1.17.1 |
2024-11-01 |
Unknown GE command : 0303210b |
| NBA2K13 |
v1.17.1 |
2024-11-01 |
An uneaten prefix at end of block: 0893bd34 |
| NBA2K13 |
v1.17.1 |
2024-11-13 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |