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
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

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