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
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(0c583ef, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(a4b86e7, 70:07:45:b0:03:a9, 20000000, 0) at 0897eeec
Kenka Bancho: Badass Rumble v1.14.4 2023-04-04 7 00000000=sceUtilityScreenshotInitStart(091a3b40)
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(4d5301b, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-04 2 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 (
eFootball PES By HAROUN Z v1.14.4 2023-04-04 1 Replacement rowPitch=512, but w=1200 (level=0)
Secret Agent Clank™ v1.14.4 2023-04-04 1 Truncating vertex count from 21900 to 21845
BRIAN LARA 2007: PRESSURE PLAY v1.14.4 2023-04-04 1 Replacement rowPitch=256, but w=7092 (level=0)
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(0956cc80, 00000800): invalid RIFF header
グランナイツヒストリー v1.14.4 2023-04-04 2 00000000=sceUtilityScreenshotInitStart(08d3f950)
グランナイツヒストリー v1.14.4 2023-04-04 4 00000000=sceUtilityScreenshotInitStart(08d3eff0)
グランナイツヒストリー v1.14.4 2023-04-04 3 00000000=sceUtilityScreenshotInitStart(08d3f300)
グランナイツヒストリー v1.14.4 2023-04-04 2 00000000=sceUtilityScreenshotInitStart(08d3d420)
グランナイツヒストリー v1.16.1 2023-09-19 2 00000000=sceUtilityScreenshotInitStart(08dea7f0)
グランナイツヒストリー v1.17.1 2024-02-24 6 00000000=sceUtilityScreenshotInitStart(08de3580)
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09a1d380, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09926200, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09a1d480, 00000800): invalid RIFF header
PES 2014 v1.14.4 2023-04-04 1 Replacement rowPitch=1024, but w=4096 (level=0)
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(0909e340, 00000800): invalid RIFF header
PES 2014 v1.14.4 2023-05-04 4 Replacement rowPitch=256, but w=800 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-04 1 WriteToHardware: Invalid address 0a841460 near PC 08902c38 LR 08902c38
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09a7fac0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09a81c80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-04 1 80630006=sceAtracSetDataAndGetID(09671f40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-04 2 80630006=sceAtracSetDataAndGetID(09ac5240, 00000800): invalid RIFF header
Silent Hill: Shattered Memories v1.14.4 2023-04-04 1 Ignoring possible texturing from framebuffer at 08bb4780 +96x-22558 / 64x256
Prince of Persia - Revelations v1.18.1-846-gab47c3cb1f 2026-10-25 3 80630006=sceAtracSetDataAndGetID(09aa1c40, 00000800): invalid RIFF header
Midnight Club: L.A. Remix® v1.18.1 2025-06-12 4 80630006=sceAtracSetDataAndGetID(08c9d8c0, 0000610c): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(412719e, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
FIFA 14 v1.14.4 2023-04-04 1 Replacement rowPitch=1024, but w=3072 (level=0)
Mortal Kombat: Unchained v1.14.4 2023-04-04 1 Unknown GetPointerWrite fac02fb4 PC 088df98c LR 088df9a4
FIFA 14 v1.14.4 2023-04-04 1 Replacement rowPitch=512, but w=800 (level=0)
The King Of Fighters - The Orochi Saga v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI1886, 6c:30:52:6e:18:86, 20000000, 0) at 0888c440
The King Of Fighters - The Orochi Saga v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI80ac, 3, 2, 09fff8e0, 20000000, 0) at 0888c318
TEKKEN 6 v1.14.4 2023-04-04 1 Replacement rowPitch=384, but w=1024 (level=0)
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(445ddcf, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Mortal Kombat: Unchained v1.14.4 2023-04-04 1 80630007=sceAtracSetData(2, 08bd5600, 00004d00): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 3 80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 3 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 6 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
Mortal Kombat: Unchained v1.14.4 2023-04-04 1 80630007=sceAtracSetData(2, 08bd5600, 00004000): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 14 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 3 80630007=sceAtracSetData(2, 08bd5600, 00018000): atracID uses different codec type than data
Mortal Kombat: Unchained v1.16.6 2023-10-27 7 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
God of War: Chains of Olympus v1.18.1 2025-07-20 48 Failed to truncate file.
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3f754, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3f754, 4, 00000000, 0)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-04-04 1 Replacement rowPitch=1024, but w=3200 (level=0)
CAPCOM CLASSICS COLLECTION RELOADED v1.14.4 2023-04-04 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b095c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b095c4, 4, 00000000, 0)
MLB 10 The Show ™ v1.17.1 2024-09-06 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d2b1eb72), bad data
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction 00000ffb
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction 00000ffa
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction 00000ff9
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction 02420001
FIFA 22 - Es v1.14.4 2023-04-04 1 Block transfer invalid: 1d436fe0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 22 - Es v1.14.4 2023-04-04 1 Block transfer invalid: 322d5110/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
Mortal Kombat: Unchained v1.14.4 2023-04-04 1 Unknown GetPointerWrite eb029b78 PC 088df980 LR 088df9a4
Patapon 3 - DxD Edition v1.0 v1.18.1 2025-01-22 3 Unknown GetPointerWrite 0a000001 PC 0881845c LR 088113f8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction d1a64340
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-04 1 MIPSCompileOp: Invalid instruction ce749140
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-04-04 1 Replacement rowPitch=512, but w=1360 (level=0)
PES 2019 BY CHELITO 19 v1.14.4 2023-04-04 1 Replacement rowPitch=512, but w=1200 (level=0)
Gladiator Begins v1.14.4 2023-04-04 1 WriteToHardware: Invalid address 000000af near PC 0882867c LR 088287d8
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-04-03 1 Replacement rowPitch=256, but w=1200 (level=0)
Secret Agent Clank™ v1.14.4 2023-04-03 1 Truncating vertex count from 22854 to 21845
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-03 1 Unknown GetPointerWrite 00000005 PC 08a02afc LR 0887138c
Real Madrid v1.14.4 2023-04-04 3 80630011=sceAtracSetDataAndGetID(094f67c0, 00000000): buffer too small
MTX Mototrax v1.14.4 2023-04-03 2 80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first
Prince of Persia - Revelations v1.14.4 2023-04-04 4 80630006=sceAtracSetDataAndGetID(096486c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-03 1 80630006=sceAtracSetDataAndGetID(099397c0, 00000800): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-03 5 80630006=sceAtracSetDataAndGetID(099bc780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-03 5 80630006=sceAtracSetDataAndGetID(099d8900, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.16.6 2023-12-09 4 80630006=sceAtracSetDataAndGetID(099a8700, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-03 2 80630006=sceAtracSetDataAndGetID(09cad8c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-03 1 80630006=sceAtracSetDataAndGetID(09b23d80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-03 2 80630006=sceAtracSetDataAndGetID(09b3fe40, 00014000): invalid RIFF header
SBK-07 v1.17 2024-03-14 4 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f84b40): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-03 1 MIPSCompileOp: Invalid instruction 73c5c442
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-03 1 MIPSCompileOp: Invalid instruction 78fa163b
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-03 1 MIPSCompileOp: Invalid instruction 7a777de4
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-04-03 1 Replacement rowPitch=512, but w=2048 (level=0)
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-06-28 7 Replacement rowPitch=256, but w=1024 (level=0)
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-04-03 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (01400140), bad data
eFootball PES 2021 By TM ARTS v1.14.4 2023-04-03 1 Replacement rowPitch=512, but w=4800 (level=0)
UO gpSP kai 3.4 test 4 Build 225 v1.16.6 2024-11-24 2 sceKernelCreateThread(name=MediaEngine): unsupported attributes 00001006
ATV Offroad Fury™ Pro v1.9.4 2025-05-04 3 MIPSCompileOp: Invalid instruction 00000005
ATV Offroad Fury™ Pro v1.9.4 2025-05-04 7 MIPSCompileOp: Invalid instruction 00000001
F1 2022 AVIGAMERS SP v1.14.4 2023-04-03 1 Replacement rowPitch=128, but w=2048 (level=0)
PES FL 2022 v1.14.4 2023-04-03 1 Replacement rowPitch=1024, but w=4800 (level=0)
仮面ライダー クライマックスヒーローズ フォーゼ v1.14.4 2023-04-03 1 WriteToHardware: Invalid address 00000150 near PC 0887e25c LR 0887e25c
FOOTBALL 2022 LIGA BETPLAY MASTIV VELASQUEZ Y YUNIER PB v1.14.4 2023-04-03 1 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Mortal Kombat: Unchained v1.14.4 2023-04-03 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #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 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
Mortal Kombat: Unchained v1.14.4 2023-04-03 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000328 HWX C N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000328 HWX C N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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(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 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break;
Mortal Kombat: Unchained v1.14.4 2023-04-03 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000320 HWX N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000320 HWX N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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(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 (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
Mortal Kombat: Unchained v1.14.4 2023-04-03 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) 305 - 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; }
Mortal Kombat: Unchained v1.14.4 2023-04-03 2 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) 305 - 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 (
Mortal Kombat: Unchained v1.14.4 2023-04-03 2 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. 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #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, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0;

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