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Game title |
Version |
Latest Report |
Message |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-22 |
Jump to invalid address: 0b001f00 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-22 |
Branch in Jump delay slot at 08c00944 in block starting at 08bffe64 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-22 |
Branch in RSRTComp delay slot at 08c00940 in block starting at 08bffe64 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-22 |
Jump to invalid address: 0aff7a00 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-17 |
ReadFromHardware: Invalid address 3c0408a8 near PC 3c0408a8 LR 08902470 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e22204 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888ba0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e221f0 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888710 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e221a0 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888680 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e2217c in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 038885f0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e22158 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888560 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 038884d0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e22110 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888440 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 038883b0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e220c8 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Branch in Jump delay slot at 08e220a4 in block starting at 08e21580 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 03888290 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 05b77e20 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 055ec820 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 0388b020 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 0571bda0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3-1276-g192a43c1c |
2023-09-10 |
Jump to invalid address: 05682360 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8300 - 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));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - 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));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8300 - 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;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8300 - 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;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:34: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000030 Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - 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;
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;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || 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 |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:34: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000038 C Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - 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;
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;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || 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 |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8300 - 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);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8300 - 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);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:36: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:37: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:00000030 Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - 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;
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;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:36: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:37: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:00000038 C Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - 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;
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;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - 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);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2023-09-03 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:42: 'h_depth' : undeclared identifier
ERROR: 0:42: '' : 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 (location = 1) in lowp vec4 v_color0;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2023-09-03 |
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 (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 = p * t;
if (v.a < 0.002) DISCARD;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2023-09-03 |
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 = p * t;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2023-09-03 |
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;
gl_PointSize = 1.0;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-09-03 |
Branch in Jump delay slot at 09e483c0 in block starting at 09e48380 |
Juiced 2: Hot Import Nights |
v1.11.3-1276-g192a43c1c |
2023-09-02 |
Unknown GetPointer 00000000 PC 08a310f4 LR 08a31190 |
Shrek Smash n' Crash Racing |
v1.11.3-1276-g192a43c1c |
2023-08-06 |
Could not setup streams, unexpected stream count: 53709 |
Pro Evolution Soccer 2014 |
v1.11.3-1276-g192a43c1c |
2023-08-02 |
Unknown GetPointer 00000004 PC 08a019d0 LR 08a019dc |
ModNation™ Racers |
v1.11.3-1276-g192a43c1c |
2023-07-30 |
WriteToHardware: Invalid address 14e152e0 near PC 08a030d4 LR 089e9808 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Branch in Jump delay slot at 098d7f3c in block starting at 098d7e8c |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Branch in Jump delay slot at 098d7f3c in block starting at 098d7e64 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Jump to invalid address: 02114290 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Jump to invalid address: 02114280 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Branch in Jump delay slot at 098d7f3c in block starting at 098d7e1c |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction b6eff6a9 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction b6efe39b |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9ec42929 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 0149003c |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Jump to invalid address: 02113fe0 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9ed0cf30 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490110 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
Jump to invalid address: 02113fc0 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490384 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490364 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e4902a4 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490118 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490100 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e490000 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 000003fc |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 9e49000c |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction b6edda61 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction b6f37e04 |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction b6f3ffec |
MONSTER HUNTER FREEDOM(TM) |
v1.11.3-1276-g192a43c1c |
2023-07-27 |
MIPSCompileOp: Invalid instruction 00000038 |
SBK-07 |
v1.11.3-1276-g192a43c1c |
2023-07-25 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091266d0): duplicate handler |
SBK-07 |
v1.11.3-1276-g192a43c1c |
2023-07-25 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09066af0): duplicate handler |
SBK-07 |
v1.11.3-1276-g192a43c1c |
2023-07-25 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09154040): duplicate handler |
SBK-07 |
v1.11.3-1276-g192a43c1c |
2023-07-25 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0906cd60): duplicate handler |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-07-19 |
MIPSCompileOp: Invalid instruction 041c3026 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-07-19 |
Branch in RSZeroComp delay slot at 0880b650 in block starting at 0880b648 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-07-19 |
MIPSCompileOp: Invalid instruction 041c248e |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-07-19 |
MIPSCompileOp: Invalid instruction ccad1b68 |
eFootball PES PPSSPP Mazdy Official |
v1.9.4 |
2023-09-27 |
Savedata version requested: 3 |
DRAGON BALL BUDOKAI TENKAICHI 3 |
v1.9.4 |
2023-09-27 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:29: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
00000000:0000093c HWX C T Fog 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;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:29: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
40000000:0000093c HWX C T Fog Tex Flat 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_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:26: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
00000000:0000012c HWX C Fog 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
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.xy *= inf;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:42: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 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 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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.xy *= inf;
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);
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:40: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
01770000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 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 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 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;
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.xy *= inf;
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);
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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:26: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
40000000:00000930 HWX T Tex Flat 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:27: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
00000000:00000938 HWX C 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;
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;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:28: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
40000000:00000934 HWX T Fog Tex Flat 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:25: 'inf' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
40000000:00000124 HWX Fog Flat 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;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump float v_fogdepth;
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.xy *= inf;
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 Libertadores T. Bendezu |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:24: 'inf' : undeclared identifier
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
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.xy *= inf;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2023-07-03 |
WriteToHardware: Invalid address 43a6525f near PC 088a48e0 LR 088a48e0 |
ドラゴンボール タッグバーサス |
v1.11.3-1276-g192a43c1c |
2023-06-26 |
ReadFromHardware: Invalid address c0a4b7c0 near PC c0a4b7c0 LR 08832bf8 |
INFINITE WARRIORS V4(ONIXSTISH) |
v1.8.0 |
2023-07-21 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball By TM ARTS |
v1.9.4 |
2023-09-22 |
Atrac data chunk extends beyond riff chunk |
ドラゴンボール タッグバーサス |
v1.11.3-1276-g192a43c1c |
2023-06-05 |
Jump to invalid address: 028b4310 |
ドラゴンボール タッグバーサス |
v1.11.3-1276-g192a43c1c |
2023-06-05 |
Jump to invalid address: 028b3f50 |
ドラゴンボール タッグバーサス |
v1.11.3-1276-g192a43c1c |
2023-06-05 |
Jump to invalid address: 028b2b10 |
ドラゴンボール タッグバーサス |
v1.11.3-1276-g192a43c1c |
2023-06-05 |
Jump to invalid address: 028b2af0 |