Recent logs - v1.9.4

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Game title Version Latest Report Message
eFootball Chelito 19 v1.9.4 2022-01-25 Savedata version requested: 3
eFootball PES 2021 By GABRIEL v1.9.4 2022-01-25 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-11-25 Error in shader compilation: info: ERROR: 0:16: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000002 THR #version 320 es // Adreno (TM) 505 - 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; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-11-25 Error in shader compilation: info: ERROR: 0:19: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 320 es // Adreno (TM) 505 - 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; 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; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-11-25 Error in shader compilation: info: ERROR: 0:19: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000012 THR Tex #version 320 es // Adreno (TM) 505 - 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; 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; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-11-25 Error in shader compilation: info: ERROR: 0:16: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // Adreno (TM) 505 - 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:33: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000128 HWX C Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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_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 = 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:36: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000930 HWX T Tex Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:19: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 300 es // Adreno (TM) 308 - GLSL 300 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; 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; h_depth = outPos.z/outPos.w; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:52: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01130000:00000b30 HWX T N Tex Light: 0: c:0 t:0 MatUp:3 Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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 = 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); 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); 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:55: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01130000:00000b3c HWX C T N Fog Tex Light: 0: c:0 t:0 MatUp:3 Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; in lowp vec4 color0; 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 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_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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:46: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01030000:00000b3c HWX C T N Fog Tex Light: MatUp:3 Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump 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); mediump float ldot; v_color0 = clamp(lightSum0, 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_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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:45: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01030000:0000093c HWX C T Fog Tex Light: MatUp:3 Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump 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); lowp vec4 lightSum0 = u_ambient * color0 + 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); 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; h_depth = outPos.z/outPos.w; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:27: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000038 C Tex Cull #version 300 es // Adreno (TM) 308 - GLSL 300 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj, vec4(position.xyz, 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:16: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000000a THR C #version 300 es // Adreno (TM) 308 - GLSL 300 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:20: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000012 THR Tex #version 300 es // Adreno (TM) 308 - GLSL 300 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; 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:20: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 300 es // Adreno (TM) 308 - GLSL 300 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; 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; }
WARRIORS OROCHI v1.11.2-917-g89e70c319 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:17: 'assign' : l-value required "h_depth" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000000a THR C #version 300 es // Adreno (TM) 308 - GLSL 300 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)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
SBK-07 v1.11.2-917-g89e70c319 2021-11-12 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092c4e80): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2022-01-24 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fcf000): duplicate handler
SBK®09 Superbike World Championship v1.11.2-917-g89e70c319 2021-10-03 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090bcce0): duplicate handler
SBK®09 Superbike World Championship v1.11.2-917-g89e70c319 2021-10-03 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090cd160): duplicate handler
SBK®09 Superbike World Championship v1.11.2-917-g89e70c319 2021-10-09 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb21a0): duplicate handler
SBK®09 Superbike World Championship v1.11.2-917-g89e70c319 2021-10-09 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb2170): duplicate handler
SBK®09 Superbike World Championship v1.11.2-917-g89e70c319 2021-09-18 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a1c60): duplicate handler
PES 22 BY HAROUN Z v1.9.4 2022-01-24 Savedata version requested: 3
SBK®09 Superbike World Championship v1.11.3 2021-10-09 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a39c0): duplicate handler
Burnout™ Legends v1.11.2-917-g89e70c319 2021-08-01 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
eFootball AMPT 2022 v1.8.0 2021-11-22 Savedata version requested: 3
eFootball PES 2021 BY OXYGEN v1.11.2-917-g89e70c319 2021-07-25 Unknown GetPointer 00000000 PC 08a02b30 LR 08a019dc
ウルトラマン Fighting Evolution 0 v1.12.3 2022-01-23 __KernelStopThread: thread 288 does not exist
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
WARRIORS OROCHI 2 v1.11.2-917-g89e70c319 2021-07-22 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
eFootball PES 2021 BY OXYGEN v1.11.2-917-g89e70c319 2021-07-25 Unknown GetPointer 28202e44 PC 08a02b30 LR 08a019dc
TEKKEN DARK RESURRECTION v1.11.2-917-g89e70c319 2021-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.11.2-917-g89e70c319 2021-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO v1.9.4 2022-01-25 Savedata version requested: 3
PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO v1.9.4 2022-01-25 Savedata version requested on save: 3
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2022-01-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WARRIORS OROCHI 2 v1.12.3-755-g130b7d71a 2022-01-24 sceIoChstat: change attr to 0000 requested
TEKKEN GLOBAL MOD Season 2 v1.12.3-148-g4c5e2068a 2022-01-24 MFIC instruction hit (70020024) at 08968ab4
LEGO Star Wars III - The Clone Wars v1.9.4 2022-01-24 WriteToHardware: Invalid address 00000030 near PC 08000000 LR 08000000
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.12.3-75-ge094f5673 2022-01-25 sceIoChstat: change attr to 0000 requested
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 v1.11.3 2022-01-23 Unknown GetPointer 00000000 PC 08810b58 LR 08810b6c
eFootball PES 2021 BY OXYGEN v1.11.3-975-g3f1a5a148 2021-08-01 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
eFootball PES 2021 BY OXYGEN v1.9.4 2021-10-09 Unimplemented HLE function sceKernelDcacheWritebackAll
GODS EATER BURST v1.12.3-290-gdaae09b4a 2022-01-23 Waiting thread for 20 that was already waiting for 20
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.12.3-521-gfd540f178 2022-01-24 Waiting thread for 20 that was already waiting for 20
GOD EATER 2 v1.12.3-781-g0e2f5d66b 2022-01-24 Waiting thread for 20 that was already waiting for 20
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-01-21 Jump to invalid address: 05689060
eFootball PES 2021 BY OXYGEN v1.9.4 2022-01-24 Savedata version requested on save: 3
eFootball PES 2021 BY OXYGEN v1.9.4 2022-01-24 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-01-24 Branch in Jump delay slot at 08e20f20 in block starting at 08e20580
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-01-24 Jump to invalid address: 03881360
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-01-24 Branch in Jump delay slot at 08e205c0 in block starting at 08e20580
Battlegrounds3 v1.12.3-759-g5a6bf8b43 2022-01-25 Trying to relocate non-loaded section (null)
FINAL FANTASY 零式 ディスク1 v1.12.3-241-gb6f376fa6 2022-01-24 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04176000 offset: 0 (256x256 stride 256, 8888)
ガンダムバトルユニバース v1.12.3 2022-01-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
DBZ TTT BT4 ISO V8 BY IACG MODS v1.9.4 2022-01-24 sceGeListEnqueue: invalid address 40000000
Toy Story 3 v1.12.3-75-ge094f5673 2022-01-25 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040de000 offset: 0 (256x128 stride 256, 565)
eFootball PES 2020 "C19" v1.9.4 2022-01-25 Savedata version requested: 3
eFootball PES 2020 "C19" v1.9.4 2022-01-25 Savedata version requested on save: 3
SBK®09 Superbike World Championship v1.12.3-523-g879e2842d 2022-01-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
SBK®09 Superbike World Championship v1.12.3-523-g879e2842d 2022-01-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
SBK®08 Superbike World Championship v1.12.3 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
SBK-07 v1.12.3-491-gcc767622d 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
SBK-07 v1.12.3-491-gcc767622d 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
FINAL FANTASY 零式 ディスク1 v1.12.3-84-gbd07e188a 2022-01-24 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04180000 offset: 0 (128x128 stride 128, 8888)
God of War: Chains of Olympus v1.9.4 2022-01-21 MIPSCompileOp: Invalid instruction 00003f7f
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.12.3-599-geee62849f 2022-01-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.12.3-599-geee62849f 2022-01-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.12.3-599-geee62849f 2022-01-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Burnout Legends v1.12.3-80-g59f3d4b8f 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Burnout Legends v1.12.3-80-g59f3d4b8f 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Burnout Legends v1.12.3-80-g59f3d4b8f 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
ATV Offroad Fury™ Pro v1.12.3-229-gefa0ccc8c 2022-01-24 FBO using existing buffer as depthbuffer, 0411e000/04090000 and 04090000/00000000
Assassin's Creed: Bloodlines™ v1.12.3-99-g6099c4f41 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.12.3-75-ge094f5673 2022-01-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
ガンダムアサルトサヴァイブ v1.12.3-570-gb2bb0be05 2022-01-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
ガンダムアサルトサヴァイブ v1.12.3-570-gb2bb0be05 2022-01-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
ファンタシースターポータブル2インフィニティ v1.12.3-781-g0e2f5d66b 2022-01-24 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040cc000 offset: 0 (512x512 stride 512, 8888)
God of War™: Ghost of Sparta v1.12.3-599-geee62849f 2022-01-25 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
無双OROCHI2 Special v1.12.3 2022-01-24 Unimplemented HLE function sceNpCommerce2Term
無双OROCHI2 Special v1.12.3 2022-01-24 Unimplemented HLE function sceNpCommerce2DestroyCtx
ウルトラマン Fighting Evolution 0 v1.11.3 2021-07-21 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
ナルティメットアクセル3 体験版 v1.12.3 2021-11-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
God of War®: Ghost of Sparta v1.12.3-80-g59f3d4b8f 2022-01-25 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War™: Ghost of Sparta v1.12.3-599-geee62849f 2022-01-25 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War: Chains of Olympus v1.12.3-759-g5a6bf8b43 2022-01-25 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
FINAL FANTASY 零式 ディスク1 v1.12.3-97-gedc4e69c3 2022-01-24 Ignoring possible texturing from framebuffer at 04156000 +0x128 / 256x272
Burnout Legends v1.12.3-523-g879e2842d 2022-01-25 Ignoring possible texturing from framebuffer at 04174000 +0x128 / 64x272
ナルティメットアクセル3 体験版 v1.12.3 2021-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2022-01-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2022-01-25 Savedata version requested on save: 3
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2022-01-25 Savedata version requested: 3
eFootball PES 2021 By TM ARTS v1.9.4 2022-01-25 Savedata version requested: 3