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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=512, but w=600 (level=0) |
| 仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2023-11-23 |
2 |
Replacement rowPitch=512, but w=2560 (level=0) |
| Hellboy™: The Science of Evil |
v1.14.4 |
2023-03-26 |
1 |
Unknown GetPointerWrite 00000000 PC 08964a68 LR 08a53ce4 |
| Bakugan™: Defenders of the Core |
v1.14.4 |
2023-03-26 |
1 |
Truncating vertex count from 49152 to 21845 |
| RIDGE RACER |
v1.14.4 |
2023-03-26 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +768x174 / 256x272 |
| MLB 11 The Show™ |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=256, but w=5760 (level=0) |
| Gran Turismo® |
v1.15.4 |
2023-08-07 |
2 |
sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006 |
| Gran Turismo® |
v1.15.4 |
2023-08-07 |
2 |
sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006 |
| Gran Turismo® |
v1.15.4 |
2023-08-07 |
2 |
sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006 |
| Gran Turismo® |
v1.14.4 |
2023-03-26 |
1 |
sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006 |
| 喧嘩番長4~一年戦争~ |
v1.14.4 |
2023-03-26 |
1 |
00000000=sceUtilityScreenshotInitStart(0959c140) |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2025-01-09 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00008b48): atracID uses different codec type than data |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=512, but w=1200 (level=0) |
| Prince of Persia® Rival Swords |
v1.15.3 |
2023-05-18 |
4 |
Unknown GE command : 350637bd |
| Prince of Persia® Rival Swords |
v1.14.4 |
2023-03-26 |
1 |
Block transfer invalid: 33740680/300 -> c46e22c0/1f8, 233x512x4 (672,695)->(608,697) |
| Prince of Persia® Rival Swords |
v1.14.4 |
2023-03-26 |
1 |
Unknown GE command : 03100001 |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-03-26 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00006500): atracID uses different codec type than data |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=2048, but w=2880 (level=0) |
| TEKKEN DARK RESURRECTION |
v1.14.4 |
2023-03-26 |
1 |
sceKernelCreateThread(name=PSP_Sound_Manager): unsupported attributes 00000002 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-26 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI1ba8, e8:52:63:c3:1b:a8, 20000000, 0) at 08829208 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-26 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1ba8, 1, 2, 09fff8c0, 20000000, 0) at 08829184 |
| eFootball Libertadores 2022 |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=1024, but w=4320 (level=0) |
| RIDGE RACER® |
v1.14.4 |
2023-03-26 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +0x86 / 256x272 |
| Persona3 PORTABLE |
v1.14.4 |
2023-07-28 |
2 |
Replacement rowPitch=1024, but w=6144 (level=0) |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=128, but w=768 (level=0) |
| eFootball Winning Eleven 2020 by SinSega |
v1.18.1 |
2025-07-12 |
4 |
Unknown GetPointerWrite 00000000 PC 08808458 LR 08808470 |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-04-30 |
2 |
Replacement rowPitch=512, but w=10036 (level=0) |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2026-07-23 |
1,393 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.18.1 |
2025-04-25 |
192 |
Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038 |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2026-07-23 |
934 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.20.4 |
2026-09-28 |
483 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
MIPSCompileOp: Invalid instruction 77d63bb5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
MIPSCompileOp: Invalid instruction 4a6c0f10 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
MIPSCompileOp: Invalid instruction 769c3adf |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
MIPSCompileOp: Invalid instruction 4d7da358 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
WriteToHardware: Invalid address 07ffa1a0 near PC 090eed00 LR 08000000 |
| CAPCOM CLASSICS COLLECTION RELOADED |
v1.17.3 |
2024-12-10 |
6 |
Unknown GetPointerWrite 00000001 PC 0888e4f8 LR 0888e4e4 |
| WWE SmackDown vs. RAW 2011 |
v1.15.4 |
2023-07-27 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00008288): atracID uses different codec type than data |
| eFootball By Lia Liyol |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| DBS TTT Multiples Sagaz By LuisXD |
v1.14.4 |
2023-11-23 |
2 |
Truncating vertex count from 26004 to 21845 |
| PES 2022 AFRICA BY AHG TECH & LAA TECH |
v1.14.4 |
2023-03-26 |
1 |
Replacement rowPitch=128, but w=1024 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-26 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +416x-929 / 64x256 |
| Resistance: Retribution™ |
v1.14.4 |
2023-03-26 |
1 |
Truncating vertex count from 55278 to 21845 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.18.1-783-g81015abef7 |
2026-10-18 |
11,598 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Dragon Ball Z Shin Budokai |
v1.14.4 |
2023-03-26 |
1 |
WriteToHardware: Invalid address cee2eff0 near PC 08815e08 LR 08815ec4 |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-03-26 |
3 |
80630006=sceAtracSetDataAndGetID(09534140, 00014000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-26 |
1 |
WriteToHardware: Invalid address 21530f2c near PC 0880dcc8 LR 0880dcc8 |
| ISO CRIADA POR: VICTOR MODDER TTT |
v1.14.4 |
2023-03-25 |
1 |
Truncating vertex count from 26211 to 21845 |
| 仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=256, but w=2040 (level=0) |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.14.4 |
2023-03-25 |
1 |
Bad segment number 185 |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.14.4 |
2023-03-25 |
1 |
Bad segment number 65 |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.14.4 |
2023-03-25 |
1 |
Bad segment number 111 |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.14.4 |
2023-03-25 |
1 |
Bad segment number 116 |
| Formula One 06 |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=2048, but w=5120 (level=0) |
| PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO |
v1.14.4 |
2023-04-04 |
2 |
Replacement rowPitch=256, but w=800 (level=0) |
| PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=512, but w=1200 (level=0) |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=512, but w=5760 (level=0) |
| Formula One 06 |
v1.14.4 |
2023-11-10 |
21 |
Replacement rowPitch=256, but w=2000 (level=0) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-03-25 |
1 |
00000000=sceUtilityScreenshotInitStart(09a73d18) |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=1024, but w=3008 (level=0) |
| Burnout™ Legends |
v1.14.4 |
2023-06-25 |
2 |
Ignoring possible texturing from framebuffer at 04174000 +0x158 / 64x272 |
| VALKYRIA CHRONICLES™ II |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=128, but w=1024 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-04-29 |
3 |
Replacement rowPitch=512, but w=1000 (level=0) |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-03-29 |
2 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 = color0;
vec3 diffuseColor = color0.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;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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_cullRan |
| God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.4 |
2023-03-25 |
1 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
| Virtua Tennis 3 |
v1.14.4 |
2023-03-25 |
1 |
80630011=sceAtracSetDataAndGetID(08ce9200, 00000004): buffer too small |
| Resistance: Retribution™ |
v1.14.4 |
2023-03-25 |
1 |
Unknown GetPointerWrite 26bf2938 PC 08be51dc LR 08cd6754 |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=512, but w=3008 (level=0) |
| Resistance: Retribution™ |
v1.14.4 |
2023-03-25 |
1 |
Unknown GE command : 3521303f |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-25 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d4f60): duplicate handler |
| Pro Evolution Soccer 6 |
v1.14.4 |
2023-05-15 |
2 |
Replacement rowPitch=256, but w=2048 (level=0) |
| Efootball 2023 Liga Mx by Hernandez |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=512, but w=2800 (level=0) |
| Dragon Ball Z Shin Budokai |
v1.17.1 |
2025-05-24 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=2048, but w=6104 (level=0) |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.8.0 |
2024-06-22 |
11 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header |
| TEKKEN 6 |
v1.14.4 |
2023-03-25 |
1 |
WriteToHardware: Invalid address 00059484 near PC 08000000 LR 08000000 |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-03-25 |
1 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| DBS TTT Multiples Sagaz By LuisXD |
v1.14.4 |
2023-03-26 |
2 |
Truncating vertex count from 23049 to 21845 |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-03-25 |
3 |
MIPSCompileOp: Invalid instruction 0000fffe |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-03-25 |
4 |
MIPSCompileOp: Invalid instruction 42200000 |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-03-25 |
1 |
MIPSCompileOp: Invalid instruction 42ae0000 |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-03-25 |
1 |
MIPSCompileOp: Invalid instruction 00000201 |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-03-25 |
1 |
MIPSCompileOp: Invalid instruction 466a6000 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=1024, but w=6668 (level=0) |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.14.4 |
2023-04-16 |
2 |
Replacement rowPitch=256, but w=800 (level=0) |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-04-06 |
2 |
Ignoring possible texturing from framebuffer at 08ed8900 +32x-11747 / 8x8 |
| Resistance: Retribution™ |
v1.14.4 |
2023-03-25 |
1 |
Unknown GetPointerWrite 28ae34f8 PC 08cd674c LR 08cd6754 |
| 喧嘩番長5~漢の法則~ |
v1.14.4 |
2023-03-25 |
1 |
00000000=sceUtilityScreenshotInitStart(0972cb40) |
| RIDGE RACER 2 |
v1.14.4 |
2023-04-26 |
4 |
Ignoring possible texturing from framebuffer at 0415b500 +768x77 / 256x272 |
| eFOOTBALL 2022 by Cris17Gaming |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=1024, but w=2800 (level=0) |
| Army of TWO™: The 40th Day |
v1.14.4 |
2023-03-25 |
1 |
WriteToHardware: Invalid address 000013b0 near PC 08a86d90 LR 08a8435c |
| Cars: Race-O-Rama |
v1.14.4 |
2023-03-26 |
2 |
Ignoring possible texturing from framebuffer at 095cf200 +0x-10916 / 8x8 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-25 |
1 |
Replacement rowPitch=256, but w=1788 (level=0) |
| eFootball PES 2022 |
v1.14.4 |
2023-06-06 |
8 |
Replacement rowPitch=128, but w=400 (level=0) |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-03-25 |
2 |
MIPSCompileOp: Invalid instruction 74e000f4 |
| 喧嘩番長5~漢の法則~ |
v1.14.4 |
2023-03-25 |
1 |
00000000=sceUtilityScreenshotInitStart(095cd120) |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
3 |
Error in shader compilation: info: Compile failed.
WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:66: 'function_call_constructor@uint_uint@39' : used without being initialised
WARNING: 0:92: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 0:97: 'function_call_constructor@vec3_vec3@123' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
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 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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, distanc |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
3 |
Error in shader compilation: info: Compile failed.
WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:63: 'function_call_constructor@uint_uint@39' : used without being initialised
WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000128 HWX C Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightangl |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
7 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:93: 'function_call_constructor@float_float@113' : used without being initialised
WARNING: 0:98: 'function_call_constructor@vec3_vec3@117' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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 : p |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-03-25 |
1 |
Unknown GetPointerWrite 00000003 PC 08a02afc LR 089f1774 |