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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball 2025 By Komo Valeri |
v1.9.4 |
2026-02-02 |
144 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| MYFC 25 MYUNO4U |
v1.11.3 |
2024-11-06 |
1 |
Unknown GetPointer 00000000 PC 08863d6c LR 0884c9fc |
| eFootball 2024 |
v1.9.4 |
2025-11-17 |
6 |
Unknown GetPointer 00000000 PC 08a1b77c LR 08000030 |
| EA-Sports FC PC-V |
v1.11.3 |
2026-03-02 |
3 |
Branch in Jump delay slot at 00010000 in block starting at 00010000 |
| EA-Sports FC PC-V |
v1.11.3 |
2024-11-05 |
1 |
Jump to invalid address: 07451540 |
| eFottball Hend Asean |
v1.18.1 |
2025-02-02 |
2 |
sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read |
| eFootball 2025 By Komo Valeri |
v1.11.3 |
2025-05-03 |
5 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
| SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2025-05-22 |
5 |
Invalid address for syscall stub sceNp 665f656c |
| eFootball PC - V. |
v1.9.4 |
2026-10-31 |
505 |
sceDmacMemcpy(dest=092ed040, src=086ce900, size=1251072): overlapping read |
| Ben 10 Alien Force™ |
v1.11.3 |
2024-11-05 |
1 |
Unknown GetPointer 00000000 PC 08974f18 LR 08974ef8 |
| Ys: The Oath in Felghana |
v1.11.3 |
2024-11-05 |
1 |
sceDmacMemcpy(dest=041a5100, src=08e01ed0, size=4096): overlapping read |
| CRISIS CORE -FINAL FANTASY VII- |
v1.18.1 |
2026-11-07 |
8 |
Failed decrypting the PRX (ret = -1, size = 2141905, psp_size = 2142256)! |
| eFootball 2025 By Komo Valeri |
v1.9.4 |
2026-05-11 |
182 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball 2025 By Komo Valeri |
v1.9.4 |
2026-10-27 |
1,033 |
Savedata version requested on save: 3 |
| eFootball 2025 By Komo Valeri |
v1.9.4 |
2026-09-06 |
10,980 |
Savedata version requested: 3 |
| WALL•E |
v1.11.3 |
2024-11-04 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136 |
| WALL•E |
v1.11.3 |
2024-11-04 |
2 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
| WALL•E |
v1.11.3 |
2024-11-04 |
3 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
| EA FC 2024 BY RA-PATCH |
v1.9.4 |
2026-06-24 |
15 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball PES 2020 "C19" |
v1.11.3 |
2026-04-01 |
45 |
Savedata version requested on save: 3 |
| SBK-07 |
v1.17.1 |
2025-01-20 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09341580): duplicate handler |
| eFootball Chelito 19 |
v1.11.3 |
2024-11-03 |
1 |
Branch in Jump delay slot at 09ca60a0 in block starting at 09ca60a0 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-11-03 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(fbd48b1, 64:fc:60:f8:e2:66, 20000000, 0) at 0897ed90 |
| eFootball Chelito 19 |
v1.17.1 |
2025-08-25 |
4 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
| eFootball Chelito 19 |
v1.11.3 |
2024-11-03 |
1 |
ReadFromHardware: Invalid address fffcfbfb near PC fffcfbfb LR 08a3c194 |
| FOOTBALLMANAGERHANDHELD2012 |
v1.11.3 |
2024-11-03 |
1 |
ReadFromHardware: Invalid address 24550e65 near PC 24550e65 LR 089b16a4 |
| eFootball Chelito 19 |
v1.9.4 |
2026-09-23 |
31 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
| Dragon Ball TAG VS |
v1.18.1-547-g5def50cca6 |
2025-03-23 |
152 |
WriteToHardware: Invalid address 0000007c near PC 08000000 LR 08000000 |
| Dragon Ball TAG VS |
v1.9.4 |
2026-08-27 |
878 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Obscure: The Aftermath |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
05b08044:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 WScale 2 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight);
if (angle >= u_lightangle_spotCoef3.x) {
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
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_cullRan |
| Obscure: The Aftermath |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
05e08440:40c00b34 HWX T N Fog Tex Bones:4 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight);
if (angle >= u_lightangle_spotCoef3.x) {
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
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_cullRan |
| Obscure: The Aftermath |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
05d08404:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight);
if (angle >= u_lightangle_spotCoef3.x) {
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
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_cullRan |
| Obscure: The Aftermath |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
05700844:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 WScale 2 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight);
if (angle >= u_lightangle_spotCoef2.x) {
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
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_cullRan |
| Pro Evolution Soccer 2011 |
v1.9.4 |
2026-11-04 |
482 |
Savedata version requested: 3 |
| eFootball |
v1.9.4 |
2025-09-06 |
7 |
sceDmacMemcpy(dest=09054040, src=086ce940, size=1251008): overlapping read |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3 |
2025-06-25 |
50 |
Savedata version requested on save: 3 |
| Shinobido: Tales of the Ninja |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f74444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(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;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3 |
2024-11-02 |
1 |
Decoding texture from VRAM mirror at 04690100 swizzle=1 |
| X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS |
v1.11.3 |
2024-11-02 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f31550:00000b39 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute 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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
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);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_col |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-11-02 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(51556c5, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-11-02 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(7677fd7, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-11 |
65 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
| PATCH SPARTAN11 |
v1.9.4 |
2025-12-13 |
149 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EA FC 2024 BY RA-PATCH |
v1.7.5 |
2025-04-27 |
6 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| EA FC 2024 BZKILLER-GAMING |
v1.11.3 |
2024-11-01 |
1 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| WWE'12 |
v1.11.3 |
2024-11-01 |
1 |
sceDmacMemcpy(dest=04130fc0, src=0962dfd0, size=65552): overlapping read |
| WWE'12 |
v1.11.3 |
2024-11-01 |
1 |
sceDmacMemcpy(dest=04131590, src=09619910, size=65552): overlapping read |
| eFootball Chelito 19 |
v1.8.0 |
2026-02-09 |
6 |
Jump to invalid address: 026c2d00 |
| eFootball PES 2024 "SN3" |
v1.11.3 |
2024-11-01 |
4 |
sceSasSetSimpleADSR(08bb3a00, 0, 7000f, fff2fff2): Invalid ADSREnv2 |
| Transformers |
v1.11.3 |
2024-11-01 |
1 |
Unknown GetPointer 00000000 PC 00000000 LR 00000000 |
| Colin McRae Rally 2005 Plus |
v1.11.3 |
2024-11-01 |
1 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822a644, firstSym=0822a4c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a654, firstSym=0822a4e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a658, firstSym=0822a4e8, varData=00000000, extra=00000000
|
| PES MY 2024 |
v1.8.0 |
2025-05-10 |
50 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| TWINBEE PORTABLE |
v1.11.3 |
2024-11-01 |
1 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
| eFootball By TM ARTS |
v1.11.3 |
2024-11-01 |
1 |
MIPSCompileOp: Invalid instruction 000006fd |
| eFootball By TM ARTS |
v1.11.3 |
2024-11-01 |
1 |
MIPSCompileOp: Invalid instruction 9fffffff |
| eFootball By TM ARTS |
v1.11.3 |
2024-11-01 |
1 |
MIPSCompileOp: Invalid instruction 06fcbbbc |
| eFootball PC - V. |
v1.9.4 |
2026-11-01 |
226 |
sceDmacMemcpy(dest=04154000, src=0948f1f0, size=557056): overlapping read |
| eFooTBall Play Cesar Patch |
v1.11.3 |
2024-10-31 |
1 |
Unknown GetPointer 00000000 PC 08220f54 LR 08220f4c |
| eFootball PC - V. |
v1.11.3 |
2026-06-07 |
8 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952 |
| eFootball PC - V. |
v1.11.3 |
2026-06-07 |
7 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488 |
| eFootball PC - V. |
v1.13.2 |
2026-06-19 |
23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520 |
| eFootball PC - V. |
v1.11.3 |
2026-06-07 |
15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980 |
| Field Commander™ |
v1.11.3 |
2024-10-31 |
1 |
Branch in JumpReg delay slot at 04000040 in block starting at 04000034 |
| eFootball Chelito 19 |
v1.9.4 |
2026-09-28 |
52 |
Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c |
| E FOOTBALL ASIA 2021 "By TRMD" |
v1.17.1 |
2025-08-26 |
2 |
sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read |
| eFootball Chelito 19 |
v1.11.3 |
2024-10-31 |
1 |
Unknown GetPointer 29865c61 PC 0881c2d8 LR 0881c2e8 |
| eFootball Euro y Copa America By T. Bendezu |
v1.11.3 |
2025-01-11 |
4 |
Unknown GetPointer 00000000 PC 08a478b4 LR 08a44350 |
| eFootball |
v1.7.4 |
2025-06-18 |
6 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| eFootball Chelito 19 |
v1.9.4 |
2026-09-14 |
95 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-14 |
54 |
Branch in Jump delay slot at 08000038 in block starting at 08000020 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-14 |
53 |
Branch in Jump delay slot at 08000034 in block starting at 08000020 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-14 |
61 |
Branch in Jump delay slot at 08000030 in block starting at 08000020 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-14 |
65 |
Branch in Jump delay slot at 0800002c in block starting at 08000020 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-14 |
64 |
Branch in Jump delay slot at 08000028 in block starting at 08000020 |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.11.3 |
2024-10-30 |
1 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
| eFootball 2024 |
v1.18.1 |
2025-05-05 |
21 |
ReadFromHardware: Invalid address 00000000 near PC 08a06380 LR 08a3fbb0 |
| eFootball Chelito 19 |
v1.18.1 |
2026-05-18 |
3 |
ReadFromHardware: Invalid address 00000008 near PC 0887cbb4 LR 0887c664 |
| eFootball By TM ARTS |
v1.17.1 |
2024-11-01 |
3 |
MIPSCompileOp: Invalid instruction 0004ffff |
| EA FC 2024 BY RA-PATCH |
v1.15.3 |
2025-04-05 |
2 |
Unknown GetPointer 2985b054 PC 0881c2d8 LR 0881c2e8 |
| eFootball PC - V. |
v1.9.4 |
2026-06-12 |
23 |
Jump to invalid address: 0bb9c870 |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-16 |
525 |
MIPSCompileOp: Invalid instruction 00000001 |
| eFootball TM ALL BLACK |
v1.11.3 |
2024-10-30 |
2 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| eFootball Play-C |
v1.11.3 |
2026-05-20 |
4 |
Unknown GetPointer 00000000 PC 08863d6c LR 08849a58 |
| Yu-Gi-Oh! GX Tag Force 3 |
v1.11.3 |
2024-10-29 |
1 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR ffffffff |
| MONSTER HUNTER PORTABLE 3rd |
v1.11.3 |
2024-10-28 |
1 |
Unknown GetPointer 5707a84c PC 088107f4 LR 0880b120 |
| eFootball PES 2021 By GABRIEL |
v1.9.4 |
2026-06-12 |
28 |
sceDmacMemcpy(dest=09054040, src=086ce940, size=1251008): overlapping read |
| eFootball TM ALL BLACK |
v1.11.3 |
2024-10-30 |
11 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball TM ALL BLACK |
v1.11.3 |
2024-10-30 |
6 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| eFootball TM ALL BLACK |
v1.11.3 |
2024-10-30 |
2 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball eCanizo |
v1.9.4 |
2026-09-25 |
338 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball TM ALL BLACK |
v1.11.3 |
2024-10-30 |
149 |
Savedata version requested on save: 3 |
| eFootball TM ALL BLACK |
v1.18.1 |
2025-01-20 |
106 |
Savedata version requested: 3 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-01 |
122 |
sceDmacMemcpy(dest=040cc000, src=09517200, size=557056): overlapping read |
| RIDE 4 |
v1.11.3 |
2024-10-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09085d40): duplicate handler |
| RIDE 4 |
v1.18.1 |
2024-12-23 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09085f00): duplicate handler |
| RIDE 4 |
v1.12.2 |
2025-03-14 |
8 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000 |
| RIDE 4 |
v1.12.2 |
2025-03-14 |
8 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000 |
| eFootball PES 2024 "SN3" |
v1.11.3 |
2024-11-26 |
2 |
Unknown GetPointer 00000000 PC 0881ac80 LR 0881ac80 |
| eFootball Chelito 19 |
v1.11.3 |
2024-10-28 |
1 |
Unknown GetPointer 2c5673c2 PC 0884d5b0 LR 0884d7d4 |
| eFootball PES 2024 "SN3" |
v1.11.3 |
2024-10-28 |
1 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: thin3d
vs: thin3d
#version 310 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|