Recent logs - v1.14.4

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Game title Version Latest Report Message
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-27 Game install with no files / data
eFootball 2023 by peruvian pes v1.14.4 2023-01-28 Savedata version requested: 3
eFootball 2023 by peruvian pes v1.14.2 2023-01-28 Savedata version requested on save: 3
SOULCALIBUR: Broken Destiny v1.11.2-917-g89e70c319 2022-12-23 Video out requested, not supported: mode=0 size=512,272
eFootball PES 2023 By ESTEEM GAMING v1.9.4 2023-01-28 Savedata version requested: 3
eFootball Libertadores 2022 v1.7.5 2023-01-28 Savedata version requested: 3
EFOOTBALL 2023 PSP OFFICIAL v1.9.4 2023-01-28 Savedata version requested: 3
FIFA 2023 BETA VERSION MOD BY NP v1.9.4 2023-01-28 Savedata version requested on save: 3
eFootball PES 2023 by T4G v1.9.4 2023-01-28 Savedata version requested on save: 3
eFootball PES 2023 by T4G v1.9.4 2023-01-28 Savedata version requested: 3
PES ASIA (SeziaMod) v1.11.2-917-g89e70c319 2022-11-13 Unknown GetPointer 00000000 PC 08816130 LR 08816144
PES ASIA (SeziaMod) v1.14.1 2022-12-31 Savedata version requested on save: 3
ISO CRIADA POR: VICTOR MODDER TTT v1.8.0 2023-01-28 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-09 MIPSCompileOp: Invalid instruction 4bb1167b
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-09 Jump to invalid address: 0ac15ddc
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-09 MIPSCompileOp: Invalid instruction 4f08e8f6
FIFA 2023 BETA VERSION MOD BY NP v1.9.4 2023-01-28 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-08 Branch in Jump delay slot at 09e90020 in block starting at 09e90000
eFootball AXVL LITE 2023 v1.9.4 2023-01-28 Savedata version requested on save: 3
eFootball AXVL LITE 2023 v1.9.4 2023-01-28 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-02 ReadFromHardware: Invalid address c0d50058 near PC c0d50058 LR 089e0d58
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-02 Jump to invalid address: 07b46f00
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-02 MIPSCompileOp: Invalid instruction 4add4dbf
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-02 MIPSCompileOp: Invalid instruction 4f5897e3
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2022-11-02 MIPSCompileOp: Invalid instruction 07c449e3
eFootball PES 2023 By ESTEEM GAMING v1.9.4 2023-01-28 Savedata version requested: 3
eFootball by TM ft AXVL 2023 v1.9.4 2023-01-28 Savedata version requested: 3
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.9.4 2023-01-28 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-21 sceDmacMemcpy(dest=041426c0, src=09231c20, size=256): overlapping read
UNDEAD KNIGHTS v1.11.2-917-g89e70c319 2022-09-20 ReadFromHardware: Invalid address 10081005 near PC 10081005 LR 088bb998
eFootball 2023 by peruvian pes v1.13.2 2022-11-11 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EFOOTBALL 2023 PSP REALISTIC MOD v1.9.4 2023-01-28 Savedata version requested on save: 3
EFOOTBALL 2023 PSP REALISTIC MOD v1.9.4 2023-01-28 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-17 sceDmacMemcpy(dest=04155080, src=0915ea40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:46: 'h_depth' : undeclared identifier ERROR: 0:46: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; layout (early_fragment_tests) in; layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (h_depth > 0.000000) v.rgb = vec3(0.0); fragColor0 = v; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:41: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; 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); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:72: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 1) out lowp vec4 v_color0; layout (location = 3) out highp float v_fogdepth; in float h_depth; 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); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:76: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 2) out lowp vec3 v_color1; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:77: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 2) out lowp vec3 v_color1; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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_c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:37: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) out lowp vec4 v_color0; in float h_depth; 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); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:73: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:39: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; 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); vec4 outPos = 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:77: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 2) out lowp vec3 v_color1; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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.
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:76: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 2) out lowp vec3 v_color1; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) out lowp vec4 v_color0; layout (location = 3) out highp float v_fogdepth; in float h_depth; 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); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec4 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:74: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) out lowp vec4 v_color0; layout (location = 2) out lowp vec3 v_color1; layout (location = 3) out highp float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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); 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_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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.w
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; in float h_depth; 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); vec4 outPos = 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; in float h_depth; 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); vec4 outPos = 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; 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); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec4 position; layout (location = 5) in vec4 color0; layout (location = 1) 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-09-03 Vulkan error in shader compilation: info: ERROR: 0:74: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
eFootball 2023 by peruvian pes v1.13.2 2022-11-27 Savedata version requested on save: 3
eFootball 2023 by peruvian pes v1.9.4 2023-01-07 Savedata version requested: 3
YT : Idandroid Official v1.9.4 2022-12-24 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2023-01-28 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2023-01-28 Savedata version requested on save: 3
eFootball Chelito 19 v1.9.4 2023-01-28 Savedata version requested: 3
E FOOTBALL ASIA 2021 "By TRMD" v1.11.2-917-g89e70c319 2022-08-01 Unknown GetPointer 00000010 PC 0884d5a0 LR 0884d7c4
eFootball PES 2023 By ESTEEM GAMING v1.9.4 2023-01-28 Savedata version requested on save: 3
E FOOTBALL ASIA 2021 "By TRMD" v1.9.4 2023-01-28 MIPSCompileOp: Invalid instruction 460c0014
eFootball PES 2023 By ESTEEM GAMING v1.9.4 2023-01-28 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2022-06-12 Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec2 u_fogcoef; float u_stencilReplaceValue; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; int u_pad3; vec3 u_fogcolor; vec3 u_texenv; ivec4 u_alphacolorref; ivec4 u_alphacolormask; vec3 u_blendFixA; vec3 u_blendFixB; vec4 u_texclamp; vec2 u_texclampoff; }; layout (location = 0) in vec4 position; layout (location = 5) in vec4 color0; layout (location = 1) 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; gl_PointSize = 1.0; h_depth = outPos.z/outPos.w; }
eFootball By TM ARTS v1.9.4 2023-01-21 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
DRAGON BALL FIGHTERZ v1.9.4 2023-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
eFootball By TM ARTS v1.9.4 2023-01-28 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball By TM ARTS v1.9.4 2023-01-27 Game install with no files / data
eFootball By TM ARTS v1.9.4 2023-01-28 Unknown GetPointer 00000000 PC 08816130 LR 08816144
eFootball By TM ARTS v1.9.4 2023-01-28 Savedata version requested: 3
eFootball By TM ARTS v1.9.4 2023-01-28 Savedata version requested on save: 3
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-26 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-26 80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-24 80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-22 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-23 80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-26 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-01-26 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
FIFA 22 v1.9.4 2022-12-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4000
FIFA 22 v1.9.4 2022-12-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 9600
FIFA 22 v1.9.4 2022-12-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147747272
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728056
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860
FIFA 22 v1.9.4 2023-01-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
FIFA 22 v1.9.4 2023-01-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068
FIFA 22 v1.9.4 2023-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648