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| Game title |
Version |
Latest Report |
Message |
| PRIME JUNINO 20252025 |
v1.11.2-917-g89e70c319 |
2026-04-14 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
| 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;
}
|
| EA-Sports FC Lop-Play |
v1.11.2-917-g89e70c319 |
2026-04-07 |
Moving files by Android URI is not yet supported |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
Branch in Jump delay slot at 09fca7d4 in block starting at 09fca7c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
MIPSCompileOp: Invalid instruction 426d42ba |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
Branch in Jump delay slot at 09fc9a70 in block starting at 09fc9a40 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
MIPSCompileOp: Invalid instruction edfdf26a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
MIPSCompileOp: Invalid instruction ed9df025 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
MIPSCompileOp: Invalid instruction ef7af032 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
MIPSCompileOp: Invalid instruction 040500d2 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 2f00ff00, 09fce8c4[00001000]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
80420014=__sceSasCoreWithMix(08b65a00, 2f00ff00, 4096, 4096): invalid address |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[09ffe770], 2f00ff00, 09fce8c4[2f00ff00]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-06 |
WriteToHardware: Invalid address 2f00ff00 near PC 0883c798 LR 0883c798 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-04-05 |
80420014=__sceSasCoreWithMix(08b65a00, 6f085580, 4096, 4096): invalid address |
| PRIME JUNINO 20252025 |
v1.11.2-917-g89e70c319 |
2026-04-02 |
Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0 |
| PRIME JUNINO 20252025 |
v1.11.2-917-g89e70c319 |
2026-04-14 |
Savedata version requested on save: 3 |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.11.2-917-g89e70c319 |
2026-03-31 |
Moving files by Android URI is not yet supported |
| eFootball SM - V. |
v1.9.4 |
2026-04-14 |
Savedata version requested on save: 3 |
| Pro Evolution Soccer 2012 |
v1.11.2-917-g89e70c319 |
2026-03-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8100 - 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 vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| Pro Evolution Soccer 2012 |
v1.11.2-917-g89e70c319 |
2026-03-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
40000000:00000012 THR Tex Flat
#version 320 es
// PowerVR Rogue GE8100 - 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 vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| Pro Evolution Soccer 2012 |
v1.11.2-917-g89e70c319 |
2026-03-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
40000000:00000002 THR Flat
#version 320 es
// PowerVR Rogue GE8100 - 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;
flat out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| Pro Evolution Soccer 2012 |
v1.11.2-917-g89e70c319 |
2026-03-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute variable)
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable)
2 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8100 - 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;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
| F1 2025 SIO ESP ENG |
v1.11.2-917-g89e70c319 |
2026-03-24 |
Unsupported AND logic op: 2 |
| F1 2025 SIO ESP ENG |
v1.11.2-917-g89e70c319 |
2026-03-24 |
Attempted invert for logic op: 8 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664 |
| Shinobido: Tales of the Ninja |
v1.11.2-917-g89e70c319 |
2026-03-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700 |
| MONSTER HUNTER PORTABLE 3rd |
v1.11.2-917-g89e70c319 |
2026-03-10 |
sceKernelCreateThread(name=creature_boxfish): unsupported attributes 00000006 |
| eFootball RB - V. |
v1.9.4 |
2026-04-13 |
sceMp3Init: invalid data: not MPEG v1 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-06 |
Branch in JumpReg delay slot at 09773d68 in block starting at 09773d60 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-06 |
Jump to invalid address: 05de5dc0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-06 |
Jump to invalid address: 05de4300 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-06 |
Jump to invalid address: 012b1dbc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-03 |
Branch in JumpReg delay slot at 09773de8 in block starting at 09773de0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-03-06 |
Jump to invalid address: 011c3be4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-27 |
ReadFromHardware: Invalid address 2f01090c near PC 089a6c08 LR 089a6f00 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
ReadFromHardware: Invalid address dead4c7f near PC 09fce704 LR 09fc9a40 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
MIPSCompileOp: Invalid instruction 45555555 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
MIPSCompileOp: Invalid instruction 47d300a0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
Branch in RSZeroComp delay slot at 09fc9a40 in block starting at 09fc9a40 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 2f018100, 09fce8c4[00001000]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[09ffe770], 2f018100, 09fce8c4[2f018100]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
WriteToHardware: Invalid address 2f018100 near PC 0883c798 LR 0883c798 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-02-22 |
80420014=__sceSasCoreWithMix(08b65a00, 2f018100, 4096, 4096): invalid address |
| eFootball RB - V. |
v1.9.4 |
2026-04-13 |
Unknown GetPointer 00000000 PC 0882bbf4 LR 088113dc |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
Savedata version requested on save: 3 |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| EA-Sports FC Lop-Play |
v1.11.3 |
2026-03-13 |
Video out requested, not supported: mode=0 size=0,0 |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
Savedata version requested: 3 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.2-917-g89e70c319 |
2026-02-07 |
sceDmacMemcpy(dest=09d81c60, src=099096d0, size=249760): overlapping read |
| eFootball 2026 DEMOU |
v1.11.2-917-g89e70c319 |
2026-02-03 |
Unknown GetPointer 00000000 PC 08808448 LR 08808460 |
| EFOOTBALL 26 PPSSPP BY SPARTAN |
v1.9.4 |
2026-04-14 |
Savedata version requested: 3 |
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.2-917-g89e70c319 |
2026-01-26 |
Jump to invalid address: 07549400 |
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-01-25 |
Error in shader compilation: info: Compile failed.
ERROR: 0:36: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// PowerVR Rogue GE8320 - 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump 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 = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 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;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-01-25 |
Error in shader compilation: info: Compile failed.
ERROR: 0:32: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000920 HWX T Cull
#version 320 es
// PowerVR Rogue GE8320 - 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_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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;
h_depth = outPos.z/outPos.w;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-01-25 |
Error in shader compilation: info: Compile failed.
ERROR: 0:36: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump 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;
h_depth = outPos.z/outPos.w;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.2-917-g89e70c319 |
2026-01-25 |
Error in shader compilation: info: Compile failed.
ERROR: 0:37: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump 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;
h_depth = outPos.z/outPos.w;
}
|
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
Savedata version requested on save: 3 |
| eFootball RB - V. |
v1.9.4 |
2026-04-13 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| eFootball RB - V. |
v1.9.4 |
2026-04-13 |
sceMp3Init: invalid data: not layer 3 |
| eFootball RB - V. |
v1.9.4 |
2026-04-14 |
Savedata version requested: 3 |
| Game Sepak Bola PPSSPP |
v1.9.4 |
2026-04-14 |
Savedata version requested on save: 3 |
| eFootball |
v1.9.4 |
2026-04-02 |
Savedata version requested: 3 |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| eFootball JOELAND |
v1.11.2-917-g89e70c319 |
2026-03-24 |
Unknown GetPointer 00000000 PC 08824cf4 LR 088113dc |
| Game Sepak Bola PPSSPP |
v1.9.4 |
2026-04-15 |
Savedata version requested: 3 |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 00000785 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
Jump to invalid address: 01c50c00 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 041aaf00 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 000129b8 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 00000a95 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
Jump to invalid address: 01c39c00 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 041a8280 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 00000945 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
Jump to invalid address: 01c22c00 |
| eFootball Lop - Play |
v1.11.2-917-g89e70c319 |
2026-01-08 |
MIPSCompileOp: Invalid instruction 041a5600 |
| eFootball Lop - Play |
v1.15.3 |
2026-02-04 |
Jump to invalid address: 01c0bc00 |
| eFootball Lop - Play |
v1.15.3 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 041a2980 |
| Dragon Ball : Sparking Zero |
v1.11.2-917-g89e70c319 |
2026-01-07 |
Moving files by Android URI is not yet supported |
| EAFC 26 By Komo Valeri |
v1.9.4 |
2026-04-14 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.13.2 |
2026-02-11 |
__KernelStopThread: thread 308 does not exist |
| eFootball JOELAND |
v1.9.4 |
2026-04-14 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball JOELAND |
v1.9.4 |
2026-04-15 |
Savedata version requested: 3 |