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| Game title |
Version |
Latest Report |
Hits |
Message |
| METAL SLUG Anthology |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
2 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3620 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a361c with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3618 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3614 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3610 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a360c with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3608 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3604 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a3600 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35fc with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35f8 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35f4 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35f0 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35ec with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35e8 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35e4 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35e0 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35dc with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35d8 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35d4 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35d0 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35cc with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35c8 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35c4 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
Branch in branch delay slot at 090a35c0 with different target |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 7c7893c8 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 7c7c3cb8 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 73000011 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 41234123 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 41230e19 |
| Resistance: Retribution™ |
v1.17.1-334-g1786a4ddb |
2024-07-15 |
1 |
MIPSCompileOp: Invalid instruction 00000801 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
32 |
80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.18.1 |
2025-12-16 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 0000f9c0): atracID uses different codec type than data |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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_matambientalpha;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000002 THR Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:53: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
uint comp; uint type; float attenuation;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && ldot > 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uv |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000928 HWX C T Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000020 Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:0000000a THR C Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000028 C Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2024-07-21 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:0000000a THR C
layout (std140, set = 0, binding = 3) uniform baseVars {
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;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 4651e000 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00020dff |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 43d24000 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 45be0d80 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 463ee400 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 4651e400 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 464b7ee7 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00042e3a |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 016e00df |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 4f52ff2c |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00000901 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00010001 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-02-11 |
5 |
MIPSCompileOp: Invalid instruction 00000001 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00000101 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-07-14 |
1 |
MIPSCompileOp: Invalid instruction 00070001 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.4-1 |
2025-07-30 |
144 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.8.0 |
2026-08-09 |
15 |
80630007=sceAtracSetData(2, 08d4b180, 00007568): atracID uses different codec type than data |
| 侍道ポータブル |
v1.17.1-334-g1786a4ddb |
2025-03-02 |
6 |
80630006=sceAtracSetData(0, 08c73550, 00001000): multiple fmt definitions |
| 侍道ポータブル |
v1.17.1-334-g1786a4ddb |
2025-03-02 |
9 |
80630006=sceAtracSetData(0, 08c73210, 00001000): multiple fmt definitions |
| 侍道ポータブル |
v1.17.1-334-g1786a4ddb |
2024-08-12 |
9 |
80630006=sceAtracSetData(0, 08c72ed0, 00001000): multiple fmt definitions |
| DBZ TTT Ultimate Tenkaichi V2 |
v1.18.1 |
2025-11-29 |
7,267 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| Dave Mirra BMX Challenge |
v1.17.1-334-g1786a4ddb |
2024-07-13 |
38 |
Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2 |
| Dave Mirra BMX Challenge |
v1.17.1-334-g1786a4ddb |
2024-07-13 |
19 |
Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2025-01-05 |
4 |
Unaligned icache invalidation of 08706478 (08706478 + 0) at PC=088454a0 |
| 侍道ポータブル |
v1.17.1-334-g1786a4ddb |
2024-07-13 |
1 |
80630006=sceAtracSetData(1, 08c9c190, 00001000): invalid RIFF header |
| 侍道ポータブル |
v1.17.1-334-g1786a4ddb |
2024-07-13 |
1 |
80630006=sceAtracSetData(1, 08c9bf10, 00001000): invalid RIFF header |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
9 |
MIPSCompileOp: Invalid instruction 00000001 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-09 |
1 |
MIPSCompileOp: Invalid instruction 6363adb0 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-09 |
2 |
MIPSCompileOp: Invalid instruction 63636363 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.17.1-334-g1786a4ddb |
2024-07-09 |
1 |
MIPSCompileOp: Invalid instruction 63634242 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2024-07-08 |
1 |
Unaligned icache invalidation of 086cfdf8 (086cfdf8 + 0) at PC=089741fc |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2024-08-06 |
3 |
Unaligned icache invalidation of 086033b8 (086033b8 + 0) at PC=089741fc |
| MLB 11 The Show™ |
v1.17.1-334-g1786a4ddb |
2024-07-07 |
1 |
80630007=sceAtracSetData(2, 08be95c0, 0000c060): atracID uses different codec type than data |
| MLB 11 The Show™ |
v1.17.1-334-g1786a4ddb |
2024-07-07 |
2 |
80630007=sceAtracSetData(2, 08be95c0, 00010000): atracID uses different codec type than data |
| MLB 11 The Show™ |
v1.17.1-334-g1786a4ddb |
2024-07-07 |
1 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| MLB 11 The Show™ |
v1.17.1-334-g1786a4ddb |
2024-07-07 |
5 |
80630007=sceAtracSetData(2, 08bb1580, 00038000): atracID uses different codec type than data |
| Pursuit Force™: Extreme Justice |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
3 |
WriteToHardware: Invalid address 000000ec near PC 08a3da18 LR 08a0fa60 |
| ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.18.1-783-g81015abef7 |
2026-11-07 |
34,787 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-07-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ced414, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-07-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ced414, 4, 00000000, 0) |
| DRAGON BALL Z SPARKING ZERO |
v1.18.1 |
2026-10-27 |
1,033 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| F1 2009 |
v1.17.4-1 |
2025-06-08 |
102 |
80630006=sceAtracSetData(0, 08a27b80, 00020000): multiple fmt definitions |
| PES 2019 VANDAMMEEDITION |
v1.17.1-334-g1786a4ddb |
2024-07-03 |
1 |
MIPSCompileOp: Invalid instruction 71cc2f1c |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1-991-g5fa1212699 |
2026-09-04 |
1,133 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2026-01-17 |
194 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.17.1-334-g1786a4ddb |
2024-06-29 |
1 |
Unknown GetPointerWrite 68487074 PC 0888d3fc LR 0888d40c |
| eFootball Euro y Copa America By T. Bendezu |
v1.20.4 |
2026-08-23 |
6,230 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| METAL SLUG Complete |
v1.17.1-334-g1786a4ddb |
2024-06-27 |
13 |
sceMpegRingbufferPut(): invalid mpeg data |
| eFootball LUCIANO GAMER |
v1.18.1-800-gb5c843ff72 |
2026-03-16 |
703 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-05-27 |
19 |
80630007=sceAtracSetData(2, 08d4b180, 00004318): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.18.1 |
2025-12-05 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 000158e8): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1-334-g1786a4ddb |
2024-10-23 |
3 |
MIPSCompileOp: Invalid instruction 02020201 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-10-29 |
74 |
Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c |
| ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.18.1-783-g81015abef7 |
2026-11-07 |
5,148 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-02-12 |
13 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| SBK®08 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2024-06-22 |
2 |
Unknown GetPointerWrite 0000006e PC 08afa5a8 LR 08812e40 |
| SBK®08 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2024-06-22 |
1 |
Unknown GetPointerWrite 0000006f PC 08afa5a8 LR 08812e40 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.17.1-334-g1786a4ddb |
2025-11-02 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00001988): atracID uses different codec type than data |