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| Game title |
Version |
Latest Report |
Message |
| 4 x 4 JAM |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020f002 Tex TFuncMod AlphaTest >= FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020f002 Tex TFuncMod AlphaTest >= FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| 4 x 4 JAM |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| 4 x 4 JAM |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
50184000:00000002 Tex LM Flat TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50184000:00000002 Tex LM Flat TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40194000:0000d002 Tex Flat TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40194000:0000d002 Tex Flat TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50180000:00200002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00200002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ ProStreet |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Assassin's Creed: Bloodlines™ |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
out vec4 fragColor0;
void main() {
vec4 col = oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
}
|
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.20.4-479-gd82b795f6a |
2026-10-23 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| World Tour Soccer |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50180000:0000d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0000d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
50180000:00000002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00000002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:16: P0004: High precision not supported, instead compiling high precision as medium precision
0:17: L0002: Undeclared variable 'gl_FragDepth'
50180000:00000000 LM FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00000000 LM FragDepthClamp
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Need For Speed™ Underground Rivals |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| VALHALLAKNIGHTS |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| BOMBERMAN |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:14: P0004: High precision not supported, instead compiling high precision as medium precision
0:15: L0002: Undeclared variable 'gl_FragDepth'
40184000:00000000 Flat FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40184000:00000000 Flat FragDepthClamp
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40184000:00200000 Flat FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40184000:00200000 Flat FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40184000:00000002 Tex Flat TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40184000:00000002 Tex Flat TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40184000:00200002 Tex Flat TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40184000:00200002 Tex Flat TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200000 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200000 FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:14: P0004: High precision not supported, instead compiling high precision as medium precision
0:15: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000000 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000000 FragDepthClamp
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-21 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ford Bold Moves Street Racing |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ford Bold Moves Street Racing |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d000 AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d000 AlphaTest > FragDepthClamp
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ford Bold Moves Street Racing |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ford Bold Moves Street Racing |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:14: P0004: High precision not supported, instead compiling high precision as medium precision
0:15: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000000 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000000 FragDepthClamp
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ford Bold Moves Street Racing |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Street Cricket Champions 2 |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50180000:00200002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00200002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Toy Story 3 |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Toy Story 3 |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Toy Story 3 |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Dave Mirra BMX Challenge |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Gran Turismo® |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:29: P0004: High precision not supported, instead compiling high precision as medium precision
0:30: L0002: Undeclared variable 'gl_FragDepth'
40191d83:0020f002 Tex ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest >= TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40191d83:0020f002 Tex ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest >= TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Gran Turismo® |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Gran Turismo® |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:14: P0004: High precision not supported, instead compiling high precision as medium precision
0:15: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000000 FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000000 FragDepthClamp
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Gran Turismo® |
v1.20.4-479-gd82b795f6a |
2026-10-20 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
40181d83:00200002 Tex ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40181d83:00200002 Tex ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Harry Potter™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| Harry Potter™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
out vec4 fragColor0;
void main() {
vec4 col = oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
}
|
| Harry Potter™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| SHReK the THiRD™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| SHReK the THiRD™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| SHReK the THiRD™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
out vec4 fragColor0;
void main() {
vec4 col = oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
}
|
| GTA: Liberty City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| GTA: Liberty City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| GTA: Liberty City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
out vec4 fragColor0;
void main() {
vec4 col = oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G310 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
}
|
| CODED ARMS |
v1.20.4-479-gd82b795f6a |
2026-10-18 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| METAL SLUG XX™ |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| PES 2014 |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| BEN 10: Protector of Earth |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50180000:00200002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00200002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40190000:0020d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:0020d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:29: P0004: High precision not supported, instead compiling high precision as medium precision
0:30: L0002: Undeclared variable 'gl_FragDepth'
50180000:0020d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0020d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40190000:0000d000 AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:0000d000 AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:19: P0004: High precision not supported, instead compiling high precision as medium precision
0:20: L0002: Undeclared variable 'gl_FragDepth'
50180000:00200000 LM FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00200000 LM FragDepthClamp
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:22: P0004: High precision not supported, instead compiling high precision as medium precision
0:23: L0002: Undeclared variable 'gl_FragDepth'
50180000:0020d000 LM AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0020d000 LM AlphaTest > FragDepthClamp
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50182a82:00000002 Tex LM ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50182a82:00000002 Tex LM ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
50180000:00000002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00000002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:29: P0004: High precision not supported, instead compiling high precision as medium precision
0:30: L0002: Undeclared variable 'gl_FragDepth'
50180000:0020f002 Tex LM TFuncMod AlphaTest >= FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0020f002 Tex LM TFuncMod AlphaTest >= FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Error in shader compilation: info: 0:29: P0004: High precision not supported, instead compiling high precision as medium precision
0:30: L0002: Undeclared variable 'gl_FragDepth'
50190000:00209002 Tex LM TFuncMod AlphaTest < TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-470 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50190000:00209002 Tex LM TFuncMod AlphaTest < TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| NBA STREET Showdown |
v1.20.4-479-gd82b795f6a |
2026-10-14 |
Missing begin/restore funcs for wait type 15 |
| n+™ |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
out vec4 fragColor0;
void main() {
vec4 col = oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| ASPHALT : URBAN GT 2 |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
50180000:0000000e Tex LM TFuncRepl FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0000000e Tex LM TFuncRepl FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 r = t;
r.a = mix(r.a, p.a, u_texNoAlphaMul.x);
vec4 v = r + s;
v.rgb *= u_texNoAlphaMul.y;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| ASPHALT : URBAN GT 2 |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| ASPHALT : URBAN GT 2 |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision
0:24: L0002: Undeclared variable 'gl_FragDepth'
50180000:00000002 Tex LM TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:00000002 Tex LM TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| ASPHALT : URBAN GT 2 |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| ASPHALT : URBAN GT 2 |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50180000:0000d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50180000:0000d002 Tex LM TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb *= u_texNoAlphaMul.y;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-10-13 |
Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision
0:27: L0002: Undeclared variable 'gl_FragDepth'
50182a82:00000002 Tex LM ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 50182a82:00000002 Tex LM ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SOCOM: U.S. Navy SEALs Fireteam Bravo 2 |
v1.20.4-479-gd82b795f6a |
2026-10-17 |
Unimplemented HLE function sceUtilityInstallGetStatus |
| Naruto Shippuden: Kizuna Drive |
v1.20.4-479-gd82b795f6a |
2026-10-15 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Championship Manager 2010 |
v1.20.4-479-gd82b795f6a |
2026-10-12 |
Missing begin/restore funcs for wait type 15 |
| Pro Evolution Soccer 2011 |
v1.20.4-479-gd82b795f6a |
2026-10-19 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.20.4-479-gd82b795f6a |
2026-10-22 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| ACE ARMSTRONG VS. THE ALIEN SCUMBAGS |
v1.20.4-479-gd82b795f6a |
2026-10-11 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Corpse Party: Book of Shadows |
v1.20.4-479-gd82b795f6a |
2026-10-11 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Dragon Ball Z Shin Budokai |
v1.20.4-479-gd82b795f6a |
2026-10-16 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020f002 Tex TFuncMod AlphaTest >= FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020f002 Tex TFuncMod AlphaTest >= FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200000 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200000 FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:21200000 StenToAlpha StenDecr8 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:21200000 StenToAlpha StenDecr8 FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = vec4(v.rgb, 0.003922);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:19200000 StenToAlpha StenIncr8 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:19200000 StenToAlpha StenIncr8 FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = vec4(v.rgb, 0.003922);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:28: P0004: High precision not supported, instead compiling high precision as medium precision
0:29: L0002: Undeclared variable 'gl_FragDepth'
40180000:0120f002 Tex StenToAlpha StenUniform TFuncMod AlphaTest >= FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0120f002 Tex StenToAlpha StenUniform TFuncMod AlphaTest >= FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:25: P0004: High precision not supported, instead compiling high precision as medium precision
0:26: L0002: Undeclared variable 'gl_FragDepth'
40180000:01200002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:01200002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform float u_stencilReplaceValue;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| SUPER MONKEY BALL ADVENTURE |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Rapala Trophies |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision
0:18: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200000 FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200000 FragDepthClamp
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying vec2 v_zw;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Rapala Trophies |
v1.20.4-479-gd82b795f6a |
2026-10-08 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:00000002 Tex TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00000002 Tex TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(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;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|