Recent logs - v1.18.1

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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
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)

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