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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 446527cc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 40dc8355 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 418350b0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 41091f79 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 44a0feb8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-14 |
13 |
MIPSCompileOp: Invalid instruction 44664e08 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 40bf65e3 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-14 |
13 |
MIPSCompileOp: Invalid instruction 40fc03eb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 44a0a961 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 418989bb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 40286197 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-14 |
9 |
MIPSCompileOp: Invalid instruction 40fc03e8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 419e3086 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-02-17 |
1 |
MIPSCompileOp: Invalid instruction 719c4aac |
| WWE All Stars |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address 000002fc near PC 08a98a40 LR 08a98474 |
| XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.18.1 |
2025-02-17 |
1 |
Branch in branch delay slot at 096f1ae0 with different target |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address d25531cb near PC 089436d4 LR 08943764 |
| eFootball 2025 Betway Premiership By Zamani |
v1.18.1 |
2025-02-17 |
1 |
Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc |
| Pro Evolution Soccer 2014 |
v1.20.4 |
2026-07-17 |
10 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| Shin Megami Tensei®: Persona® |
v1.18.1 |
2025-02-17 |
1 |
sceIoAssign(disc0:, umd0:, isofs:, IOASSIGN_RDONLY, 00000000, 0) |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD REVISITED |
v1.19.3 |
2025-09-01 |
7 |
sceNetAdhocMatchingInit(3000) at 088f2b90 |
| 侍道ポータブル |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address 000006f0 near PC 0885f848 LR 0885fb68 |
| eFootball PC - V. |
v1.9.4 |
2026-10-29 |
63 |
MIPSCompileOp: Invalid instruction 621d8c98 |
| eFootball PC - V. |
v1.9.4 |
2026-10-29 |
68 |
MIPSCompileOp: Invalid instruction 4e55864d |
| Spider-Man 3 |
v1.18.1 |
2025-02-17 |
1 |
Branch in FPFlag delay slot at 08a1386f in block starting at 08a137e3 |
| Spider-Man 3 |
v1.18.1 |
2025-02-17 |
1 |
MIPSCompileOp: Invalid instruction 06dddc00 |
| Prince of Persia - Revelations |
v1.18.1 |
2025-02-17 |
1 |
80630006=sceAtracSetDataAndGetID(0982bd00, 00000800): invalid RIFF header |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-02-17 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(33d9163, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| WWE SmackDown vs. RAW 2010 |
v1.18.1 |
2025-02-17 |
1 |
80630007=sceAtracSetData(2, 08b9d5c0, 0001b298): atracID uses different codec type than data |
| PES 2014 |
v1.18.1 |
2025-02-17 |
2 |
Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the u_texelDelta variable declared in earlier shader stages.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
float overlay(float base, float blend)
{
float result = 0.0;
if (base < 0.5)
{
result = (2.0 * base) * blend;
}
else
{
result = 1.0 - ((1.0 - (2.0 * (base - 0.5))) * (1.0 - blend));
}
return result;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 1;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
vec3 blur = color * 1.2252061367034912109375;
float param = color.x;
float param_1 = blur.x;
float param_2 = color.y;
float param_3 = blur.y;
float param_4 = color.z;
float param_5 = blur.z;
vec3 newcolor = vec3(overlay(param, param_1), overlay(param_2, param_3), overlay(param_4, param_5));
color = mix(color, newcolor, vec3(0.5));
vec4 sum = vec4(0.0);
mediump int diffx = -1;
mediump int diffy = 0;
mediump int _109 = -diffy;
for (mediump int i = _109; i < diffy; i++)
{
mediump int _120 = -diffx;
for (mediump int j = _120; j < diffx; j++)
{
sum += (texture(sampler0, v_texcoord0 + (vec2(float(j), float(i)) * 0.00200000009499490261077880859375)) * 0.25);
}
}
bool _151 = color.x < 0.300000011920928955078125;
bool _157;
if (_151)
{
_157 = color.y < 0.300000011920928955078125;
}
else
{
_157 = _151;
}
bool _163;
if (_157)
{
_163 = color.z < 0.300000011920928955078125;
}
else
{
_163 = _157;
}
vec3 bloom;
if (_163)
{
bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color;
}
else
{
bool _179 = color.x < 0.5;
bool _185;
if (_179)
{
_185 = color.y < 0.5;
}
else
{
_185 = _179;
}
bool _191;
if (_185)
{
_191 = color.z < 0.5;
}
else
{
_191 = _185;
}
if (_191)
{
bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color;
}
else
{
bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color;
}
}
color = mix(color, bloom, vec3(0.5));
if (hatsu == 1)
{
color = mix(colorB, color, vec3(0.5));
}
float sat = 1.7000000476837158203125;
float brt = 1.10000002384185791015625;
float con = 1.10000002384185791015625;
float AvgLumR = 1.10000002384185791015625;
float AvgLumG = 1.2999999523162841796875;
float AvgLumB = 1.2000000476837158203125;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-02-17 |
1 |
Unknown GetPointerWrite 3f1227d8 PC 08aad014 LR 08aad06c |
| WWE'12 |
v1.18.1 |
2025-02-17 |
2 |
Vertices without position found: (04000000) [04000000] P: ? (3b) |
| WWE'12 |
v1.18.1 |
2025-02-17 |
2 |
Vertices without position found: (12000000) [12000000] P: ? (3b) |
| WWE'12 |
v1.18.1 |
2025-02-17 |
1 |
MIPSCompileOp: Invalid instruction 00005b8e |
| WWE'12 |
v1.18.1 |
2025-02-17 |
1 |
MIPSCompileOp: Invalid instruction eeee328f |
| WWE'12 |
v1.18.1 |
2025-02-17 |
4 |
MIPSCompileOp: Invalid instruction 00001555 |
| WWE'12 |
v1.18.1 |
2025-02-17 |
1 |
MIPSCompileOp: Invalid instruction 43797784 |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b16b44, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b16b44, 4, 00000000, 0) |
| BEN 10: Protector of Earth |
v1.18.1 |
2025-02-20 |
3 |
Truncating vertex count from 29568 to 21845 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2025-02-17 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (09392185), bad data |
| Professional Baseball Spirits 2012 |
v1.18.1 |
2025-04-02 |
3 |
Ate an instruction inside a delay slot. |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-08-08 |
68 |
80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-02-17 |
1 |
Branch in RSZeroComp delay slot at 09ce6b9c in block starting at 09ce6b00 |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-02-17 |
1 |
00000000=sceUtilityScreenshotInitStart(08ebe4a0) |
| TEKKEN 6 |
v1.18.1 |
2025-02-17 |
2 |
Unusual bezier/spline vtype: 1248a520, morph: 2, bones: 3 |
| TEKKEN 6 |
v1.18.1 |
2025-02-17 |
1 |
Block transfer invalid: 00000900/108 -> 00000600/0, 18x96x4 (0,0)->(0,0) |
| TEKKEN 6 |
v1.18.1 |
2025-02-17 |
6 |
Unusual bezier/spline vtype: 12010301, morph: 0, bones: 5 |
| TEKKEN 6 |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address 00000018 near PC 08ad7f28 LR 08ad4224 |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-02-17 |
1 |
Unknown GetPointerWrite 00000000 PC 088d8d80 LR 088d8d98 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-02-17 |
2 |
MIPSCompileOp: Invalid instruction 0000057b |
| グランナイツヒストリー |
v1.18.1 |
2025-02-17 |
1 |
00000000=sceUtilityScreenshotInitStart(08de2290) |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2025-04-23 |
4 |
Unknown GetPointerWrite 00000000 PC 08825d34 LR 088113c4 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2025-02-17 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (d85b600a), bad data |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-02-17 |
1 |
Branch in RSZeroComp delay slot at 09d4d8f4 in block starting at 09d4d8b0 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-02-17 |
1 |
Unknown GetPointerWrite 00000360 PC 08a9df34 LR 089f5d38 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-25 |
12 |
80630007=sceAtracSetData(2, 08d4b180, 0000e654): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dccec4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dccec4, 4, 00000000, 0) |
| The King Of Fighters - The Orochi Saga |
v1.18.1 |
2025-02-17 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRId2ef, f8:a7:9a:8e:d2:ef, 20000000, 0) at 0888c440 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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_u |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'mix' : no matching overloaded function found
ERROR: 0:41: 'assign' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00000002 Tex Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00000002 Tex FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
|
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
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 2025 STAR PATCH |
v1.18.1 |
2025-02-17 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
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 (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| God of War®: Chains of Olympus |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address c4fdb811 near PC 089f195c LR 089f1830 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-02-17 |
1 |
WriteToHardware: Invalid address b2a4dfa1 near PC 0880b4b0 LR 0880c3d0 |
| DBS TTT LATINO - LOS IJUE30S |
v1.18.1 |
2025-02-28 |
2 |
Vertices without position found: (06f00010) [06f00010] P: ? C: 565 Morph: 5 (through) (30b) |
| DBS TTT LATINO - LOS IJUE30S |
v1.18.1 |
2025-02-28 |
2 |
Block transfer invalid: 00000000/0 -> 00000000/0, 526x953x2 (0,0)->(52,704) |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-12-06 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data |
| ティル・ナ・ノーグ |
v1.18.1 |
2025-11-03 |
2 |
Unknown GetPointerWrite 00000000 PC 089a5970 LR 089a5984 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-16 |
1 |
Branch in branch delay slot at 09b490a0 with different target |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (91d4473c), bad data |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (c8c024f6), bad data |
| METAL SLUG Anthology |
v1.18.1 |
2025-02-26 |
3 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI6350, 6c:f2:d3:c2:63:50, 20000000, 0) at 088e683c |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 5d |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 56 |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00001e00), bad data |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
4 |
800200d2=scePsmfPlayerSetPsmf(094b6c68, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (02248085), bad data |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2025-02-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (80854cd3), bad data |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2025-02-16 |
1 |
00000000=sceUtilityScreenshotInitStart(09324d08) |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2025-02-16 |
1 |
00000000=sceUtilityScreenshotInitStart(093ec720) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-02-16 |
1 |
WriteToHardware: Invalid address d1ef3102 near PC 089adbb4 LR 089adbb4 |
| BEN 10: Protector of Earth |
v1.18.1 |
2025-02-21 |
2 |
Truncating vertex count from 31170 to 21845 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-02-16 |
1 |
MIPSCompileOp: Invalid instruction 474e5089 |
| eFootball 2025 |
v1.18.1 |
2025-02-16 |
2 |
Unknown GetPointerWrite 00000000 PC 088113d4 LR 088113dc |
| eFootball 2025 |
v1.18.1 |
2025-05-24 |
7 |
WriteToHardware: Invalid address 00000000 near PC 0882bbf4 LR 0882bc04 |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-16 |
1 |
Vertices without position found: (06a5001d) [06a5001d] P: ? C: 8888 T: u8 Morph: 2 (through) (24b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-16 |
1 |
Vertices without position found: (12400022) [12400022] P: ? N: s8 T: u16 (10b) |