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Game title |
Version |
Latest Report |
Message |
DRAGON BALL MULTIVERSE |
v1.12.3-1383-g940fe6526 |
2023-11-06 |
0 depal unsupported: shift=5 mask=ff offset=0 |
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
40000000:0000093c HWX C T Fog Tex Flat Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:0000012c HWX C Fog Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_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;
h_depth = outPos.z/outPos.w;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:76: S0027: Cannot modify an input variable
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 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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;
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);
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;
h_depth = outPos.z/outPos.w;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable
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 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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);
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;
h_depth = outPos.z/outPos.w;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:17: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-G71 - 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;
uniform lowp float u_rotation;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
00000000:0000001a THR C Tex
#version 320 es
// Mali-G71 - 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;
uniform lowp float u_rotation;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
40000000:00000930 HWX T Tex Flat Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat 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;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:44: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:17: S0027: Cannot modify an input variable
40000000:00000002 THR Flat
#version 320 es
// Mali-G71 - 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;
uniform lowp float u_rotation;
flat 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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable
40000000:00000124 HWX Fog Flat Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable
40000000:00000934 HWX T Fog Tex Flat Cull
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
JOGRESS V3 |
v1.12.3-1383-g940fe6526 |
2023-10-13 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
40000000:00000012 THR Tex Flat
#version 320 es
// Mali-G71 - 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;
uniform lowp float u_rotation;
flat 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;
}
|
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.12.3-1383-g940fe6526 |
2023-10-09 |
Error in shader compilation: info: 0:34: S0027: Cannot modify an input variable
00000000:00000030 Tex Cull
#version 320 es
// Mali-T820 - 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 lowp float u_rotation;
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 pos = position;
vec4 outPos = pos;
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 |
v1.12.3-1383-g940fe6526 |
2023-10-09 |
Error in shader compilation: info: 0:44: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 *= 100.000002;
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;
h_depth = outPos.z/outPos.w;
}
|
DRAGON BALL MULTIVERSE |
v1.9.4 |
2023-11-28 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball By TM ARTS |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
eFootball By TM ARTS |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
PES LEGENDS BETA VERSION BY OFFICIAL GAMEPLAY PATCH |
v1.16.6 |
2023-12-03 |
Savedata version requested: 3 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-15 |
Jump to invalid address: 0388bf20 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-15 |
Jump to invalid address: 038d4820 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-15 |
Jump to invalid address: 038d4800 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-15 |
Jump to invalid address: 038d4900 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
ReadFromHardware: Invalid address bddad7e0 near PC bddad7e0 LR bddad7e0 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction b3da4160 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction b33340e0 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction b1c6f060 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction b1be2860 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction ce1ee860 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.12.3-1383-g940fe6526 |
2023-08-13 |
MIPSCompileOp: Invalid instruction 40e5e860 |
EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
PES2017 BLACK EDITION |
v1.9.4 |
2023-12-01 |
Savedata version requested: 3 |
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
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.
40000000:00000002 THR Flat
#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;
uniform lowp float u_rotation;
flat 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;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:76: 'assign' : l-value required "h_depth" (can't modify an attribute)
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;
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);
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;
h_depth = outPos.z/outPos.w;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:47: 'assign' : l-value required "h_depth" (can't modify an attribute)
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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
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;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:77: 'assign' : l-value required "h_depth" (can't modify an attribute)
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;
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);
viewPos.xy *= 0.333333;
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;
h_depth = outPos.z/outPos.w;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
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;
uniform lowp float u_rotation;
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;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
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.
40000000:00000012 THR Tex Flat
#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;
uniform lowp float u_rotation;
flat 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;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:48: 'assign' : l-value required "h_depth" (can't modify an attribute)
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;
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);
viewPos.xy *= 0.333333;
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;
h_depth = outPos.z/outPos.w;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
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;
uniform lowp float u_rotation;
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;
}
|
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Savedata version requested on save: 3 |
Pro Evolution Soccer 2014 |
v1.12.3-1383-g940fe6526 |
2023-07-01 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-12-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
真・三國無雙5 Special |
v1.12.3-1383-g940fe6526 |
2023-06-18 |
Error in shader compilation: info: ERROR: 0:17: 'assign' : l-value required "h_depth" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
40000000:0000000a THR C Flat
#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;
uniform lowp float u_rotation;
flat 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;
}
|
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-10-13 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
Dragon Ball Super: Multiverse Break |
v1.8.0 |
2023-11-29 |
0 depal unsupported: shift=5 mask=ff offset=0 |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-02 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-11-25 |
Game install with no files / data |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-03 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-02 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
Efootball Season 1 Final Beta |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
eFootball 2023 by MP Official |
v1.9.4 |
2023-11-30 |
Savedata version requested: 3 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-08-15 |
Jump to invalid address: 038d4920 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-08-15 |
Jump to invalid address: 029a0e80 |
eFootball Asia 2023 |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-08-15 |
Branch in Jump delay slot at 08e2275c in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Branch in Jump delay slot at 08e227b0 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.3 |
2023-09-30 |
Jump to invalid address: 02a026a0 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Branch in Jump delay slot at 08e22790 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Jump to invalid address: 02a0f080 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-08-15 |
Jump to invalid address: 057197a0 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Branch in Jump delay slot at 08e22770 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.4 |
2023-09-16 |
Jump to invalid address: 038875a0 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.4 |
2023-09-16 |
Jump to invalid address: 029c1040 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Branch in Jump delay slot at 08e22758 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.3 |
2023-08-15 |
Jump to invalid address: 0270fd70 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.5 |
2023-11-03 |
Branch in Jump delay slot at 08e22748 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.5 |
2023-11-03 |
Branch in Jump delay slot at 08e22744 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.5 |
2023-11-03 |
Branch in Jump delay slot at 08e22740 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.15.4 |
2023-08-15 |
Jump to invalid address: 05683660 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
Branch in Jump delay slot at 08e22720 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
Jump to invalid address: 03887360 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
MIPSCompileOp: Invalid instruction 00010101 |
EFOOTBALL 2023 PSP FINAL UPDATE |
v1.9.4 |
2023-12-03 |
Savedata version requested on save: 3 |
EFOOTBALL 2023 PSP FINAL UPDATE |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
Jump to invalid address: 02a00c40 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
Branch in Jump delay slot at 08e21dc0 in block starting at 08e21d80 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
Jump to invalid address: 029d6b60 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
MIPSCompileOp: Invalid instruction 00000001 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.16.6 |
2023-11-03 |
MIPSCompileOp: Invalid instruction 00000101 |
DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.9.4 |
2023-12-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Terri-Fried |
v1.13.2 |
2022-11-06 |
MFIC instruction hit (70020024) at 089de388 |
CPS1PSP 2.3.1 for FW 3.xx |
v1.12.3-1383-g940fe6526 |
2022-08-08 |
MFIC instruction hit (70020024) at 0898a294 |
Marvel Nemesis™: Rise of the Imperfects™ |
v1.13.1 |
2023-09-26 |
Waiting thread for 20 that was already waiting for 20 |
eFootball Chelito 19 |
v1.9.4 |
2023-12-03 |
Savedata version requested: 3 |
るろうに剣心 -明治剣客浪漫譚- 再閃 |
v1.16.6 |
2023-11-18 |
sceNetAdhocMatchingInit(16384) at 088e47a8 |
ウルトラマン Fighting Evolution 0 |
v1.16.6 |
2023-12-03 |
sceNetAdhocMatchingInit(32768) at 088ceba4 |
The Warriors® |
v1.16.6 |
2023-12-03 |
sceNetAdhocMatchingInit(13620) at 08a17fe4 |
eFootball By TM ARTS |
v1.9.4 |
2023-12-03 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |