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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SmackDown! vs. RAW 2006. |
v1.14.4 |
2023-03-18 |
1 |
80630007=sceAtracSetData(2, 08bd5600, 0000a620): atracID uses different codec type than data |
| WWE SmackDown! vs. RAW 2006. |
v1.14.4 |
2023-03-18 |
1 |
80630007=sceAtracSetData(2, 08bd5600, 00003ae0): atracID uses different codec type than data |
| WWE SmackDown! vs. RAW 2006. |
v1.14.4 |
2023-03-18 |
1 |
80630007=sceAtracSetData(2, 08bd5600, 00002820): atracID uses different codec type than data |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.14.4 |
2023-04-23 |
3 |
Replacement rowPitch=512, but w=1800 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=1024, but w=1400 (level=0) |
| Dragon Ball Z Shin Budokai |
v1.14.4 |
2023-03-18 |
1 |
WriteToHardware: Invalid address 2bf01450 near PC 08815e08 LR 08815ec4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
WriteToHardware: Invalid address 43db5c23 near PC 088a49ac LR 088a49ac |
| eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.14.4 |
2023-03-23 |
2 |
Replacement rowPitch=512, but w=1024 (level=0) |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-03-19 |
2 |
WriteToHardware: Invalid address 00000000 near PC 0896d7d8 LR 0895296c |
| PES 2022 PPSSPP NEE UPDATE BY HAFISG9 SUBSCRIBE |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| SpongeBob SquarePants: The Yellow Avenger |
v1.14.4 |
2023-03-18 |
1 |
Ignoring possible texturing from framebuffer at 04118000 +512x200 / 256x256 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-18 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-10207 / 64x256 |
| Dragon Ball Z: Infinite Warriors |
v1.17.1 |
2024-07-19 |
14 |
MIPSCompileOp: Invalid instruction 00010101 |
| Dragon Ball Z: Infinite Warriors |
v1.16.6 |
2024-07-19 |
4 |
MIPSCompileOp: Invalid instruction 00000001 |
| Dragon Ball Z: Infinite Warriors |
v1.16.6 |
2024-07-19 |
2 |
MIPSCompileOp: Invalid instruction 00000101 |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.4 |
2023-03-18 |
1 |
Unknown GetPointerWrite 0a00497a PC 089a0f8c LR 089a0f94 |
| War of Sonria |
v1.14.4 |
2023-03-18 |
1 |
Truncating vertex count from 26121 to 21845 |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.4 |
2023-04-23 |
4 |
Replacement rowPitch=128, but w=512 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.17.1 |
2024-04-27 |
232 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-18 |
1 |
sceSasSetVoice: invalid loop mode 193 |
| MotorStorm®: Arctic Edge |
v1.14.4 |
2023-03-18 |
1 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed |
| Pro Evolution Soccer 2012 |
v1.14.4 |
2023-03-18 |
1 |
MIPSCompileOp: Invalid instruction 6e406e20 |
| Pro Evolution Soccer 2012 |
v1.18.1 |
2024-11-11 |
5 |
MIPSCompileOp: Invalid instruction 41000000 |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-03-18 |
1 |
Ignoring possible texturing from framebuffer at 08ed8000 +32x-2075 / 8x8 |
| UFC® Undisputed™ 2010 |
v1.14.4 |
2023-09-26 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.17.1 |
2024-07-15 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.17.1 |
2024-07-15 |
31 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.17.1 |
2024-07-15 |
23 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.17.1 |
2024-07-15 |
29 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.17.1 |
2024-07-15 |
23 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| Pro Evolution Soccer 2012 |
v1.14.4 |
2023-03-18 |
81 |
Normal projection mapping without normal? |
| RIDGE RACERS 2 |
v1.14.4 |
2023-03-18 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +0x216 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-03-18 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +512x167 / 480x272 |
| ASPHALT : URBAN GT 2 |
v1.14.4 |
2023-03-18 |
1 |
Unknown GetPointerWrite 00000000 PC 088160d8 LR 088160ec |
| eFootball 2023 By [email protected] |
v1.14.4 |
2025-03-24 |
12 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball By TM ARTS |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=512, but w=4320 (level=0) |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2023-06-29 |
11 |
Replacement rowPitch=256, but w=1024 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
6 |
MIPSCompileOp: Invalid instruction 0000001e |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Jump to invalid address: 0307a960 PC 08dcdb84 LR 08a21f3c |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Jump to invalid address: 0307a7c0 PC 08dcdb80 LR 08a21f3c |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Trying to compile instruction 000004b1 that can't be interpreted |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Jump to invalid address: 030374f0 PC 08dcdb70 LR 08a21f3c |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Jump to invalid address: 0384c460 PC 08dcdb5c LR 08a21f3c |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-18 |
3 |
Jump to invalid address: 030372b0 PC 08dcdb58 LR 08a21f3c |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 009fffff |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 0001aefc |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 46ff0005 |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction cffd6000 |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 00ee77ff |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 00007dff |
| PES 2014 |
v1.18.1 |
2024-12-22 |
7 |
MIPSCompileOp: Invalid instruction 0003efff |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction efff5000 |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 000008ff |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 000029df |
| PES 2014 |
v1.14.4 |
2023-03-19 |
6 |
MIPSCompileOp: Invalid instruction 00000555 |
| PATAPON™ 2 |
v1.14.4 |
2023-03-19 |
2 |
Replacement rowPitch=1024, but w=8192 (level=0) |
| PES 2014 |
v1.18.1 |
2024-12-18 |
38 |
MIPSCompileOp: Invalid instruction 000009ff |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-18 |
1 |
80630006=sceAtracSetDataAndGetID(090d3dc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-18 |
1 |
80630006=sceAtracSetDataAndGetID(09001fc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-18 |
1 |
80630006=sceAtracSetDataAndGetID(0955edc0, 00000800): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=256, but w=4096 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-08-08 |
6 |
Replacement rowPitch=256, but w=1024 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-06-20 |
6 |
00000000=sceUtilityScreenshotInitStart(09caa668) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=256, but w=2320 (level=0) |
| 初音ミク -Project DIVA- |
v1.18.1 |
2025-04-15 |
6 |
00000000=sceUtilityScreenshotInitStart(090c43f8) |
| WWE 2K20 PSP by PEOPLE'S CHAMP |
v1.9.4 |
2024-12-31 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
| MLB 08 The Show ™ |
v1.14.4 |
2023-03-18 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
| MLB 08 The Show ™ |
v1.14.4 |
2023-03-18 |
1 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
reinterpret
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
Branch in branch delay slot at 09ca0e10 with different target |
| WWE'12 |
v1.14.4 |
2023-05-01 |
3 |
Replacement rowPitch=2048, but w=7680 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
WriteToHardware: Invalid address 01c78000 near PC 0883c798 LR 0883c798 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
MIPSCompileOp: Invalid instruction 790cb300 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
WriteToHardware: Invalid address 00040a10 near PC 0882be4c LR 0882be20 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-18 |
1 |
MIPSCompileOp: Invalid instruction 6ce10d10 |
| Spider-Man 3 |
v1.18.1 |
2025-11-21 |
30 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-18 |
2 |
Unknown GetPointerWrite 02627c3c PC 088e40a0 LR 088e40b4 |
| eFootball 2023 By Tutoriales Bendezu |
v1.15.4 |
2023-06-20 |
14 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0004 |
| WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2023-03-18 |
1 |
Unknown GetPointerWrite 0a00f36f PC 089b1ddc LR 089b1e00 |
| Driver 76 |
v1.14.4 |
2023-03-18 |
1 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,704)->(0,0) |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-03-18 |
1 |
Unknown GE command : 390e8053 |
| Kenka Bancho: Badass Rumble |
v1.14.4 |
2023-03-18 |
1 |
00000000=sceUtilityScreenshotInitStart(093ad3f0) |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-03-18 |
1 |
Replacement rowPitch=128, but w=2924 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-03-23 |
2 |
Replacement rowPitch=1024, but w=1200 (level=0) |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-26 |
2 |
Replacement rowPitch=128, but w=3600 (level=0) |
| Gran Turismo® |
v1.14.4 |
2023-10-08 |
10 |
Ignoring possible texturing from framebuffer at 04154000 +1024x84 / 480x272 |
| Prince of Persia - Rival Swords |
v1.14.4 |
2023-03-18 |
1 |
Unknown GE command : d187b1ef |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : 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;
// 00184000:00200000 Fog Flat
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:00000002 Tex Flat TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:00000022 Tex TexAlpha TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:00200022 Tex TexAlpha Fog Flat TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:0001d002 Tex TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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 = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:0001d002 Tex Flat TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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 = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:00000022 Tex TexAlpha Flat TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:00200002 Tex Fog TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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 = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00184000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 >
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 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;
// 00180000:00000002 Tex TFuncMod
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
|
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-18 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : 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;
// 00180000:00200000 Fog
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;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
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