Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

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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