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| Game title |
Version |
Latest Report |
Message |
| Dead to Rights: Reckoning |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
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;
}
|
| Dead to Rights: Reckoning |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
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;
}
|
| Dead to Rights: Reckoning |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
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;
}
|
| Dead to Rights: Reckoning |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
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-450 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;
}
|
| Dead to Rights: Reckoning |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
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-450 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®: Chinatown Wars™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform vec4 u_xywh;
uniform float u_NaN;
uniform vec2 u_minZmaxZ;
uniform vec2 u_rasterOffset;
uniform vec3 u_vpScale;
uniform vec3 u_vpOffset;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
bool zClipped = false;
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
if (outPos.z < -outPos.w) {
zClipped = true;
}
float recip = 1.0 / outPos.w;
outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz;
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
float distSq;
float invDist;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distSq = dot(toLight, toLight);
invDist = inversesqrt(distSq);
distance = distSq * invDist;
toLight *= invDist;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distSq)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * |
| Grand Theft Auto®: Chinatown Wars™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform vec4 u_xywh;
uniform float u_NaN;
uniform vec2 u_minZmaxZ;
uniform vec2 u_rasterOffset;
uniform vec3 u_vpScale;
uniform vec3 u_vpOffset;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
bool zClipped = false;
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
if (outPos.z < -outPos.w) {
zClipped = true;
}
float recip = 1.0 / outPos.w;
outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz;
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(hal |
| Sega Genesis Collection™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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'
40182a82:00200002 Tex ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod FragDepthClamp
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40182a82:00200002 Tex 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;
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 * u_blendFixA;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
Missing begin/restore funcs for wait type 15 |
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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'
40184000:00200006 Tex Flat TFuncDecal FragDepthClamp
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40184000:00200006 Tex Flat TFuncDecal 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 = vec4(mix(p.rgb, t.rgb, t.a), p.a);
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;
}
|
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| Red Bull X-Fighters |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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-400 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;
}
|
| SpongeBob SquarePants: The Yellow Avenger |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| 4 x 4 JAM |
v1.20.4-479-gd82b795f6a |
2026-09-26 |
Missing begin/restore funcs for wait type 15 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.20.4-479-gd82b795f6a |
2026-09-24 |
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'
40181d83:0000d002 Tex ReplaceBlend_3A:6_B:7_Eq:0 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))
// 40181d83:0000d002 Tex ReplaceBlend_3A:6_B:7_Eq:0 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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
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;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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'
50180000:004000ee Tex TexProj LM TClampST TFuncRepl 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))
// 50180000:004000ee Tex TexProj LM TClampST TFuncRepl FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
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);
vec2 fixedcoord = vec2((clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
vec4 t = texture2D(tex, fixedcoord.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;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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'
50180000:01000002 Tex LM StenToAlpha StenUniform 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))
// 50180000:01000002 Tex LM StenToAlpha StenUniform TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform float u_stencilReplaceValue;
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 = vec4(v.rgb, u_stencilReplaceValue);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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'
50180000:01200002 Tex LM StenToAlpha StenUniform 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))
// 50180000:01200002 Tex LM StenToAlpha StenUniform TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform float u_stencilReplaceValue;
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 = vec4(v.rgb, u_stencilReplaceValue);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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'
50180000:00200002 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;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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'
50180000:0100d002 Tex LM StenToAlpha StenUniform 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))
// 50180000:0100d002 Tex LM StenToAlpha StenUniform TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
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 = vec4(v.rgb, u_stencilReplaceValue);
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0;
}
|
| God of War: Chains of Olympus |
v1.20.4-479-gd82b795f6a |
2026-09-22 |
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;
}
|
| eFootball Lop - Play |
v1.20.4-479-gd82b795f6a |
2026-09-13 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| "eFootball 2027 By ATGXGAMING PRO |
v1.20.4-479-gd82b795f6a |
2026-08-18 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.20.4-479-gd82b795f6a |
2026-08-17 |
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 MC2 - 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 MC2 - 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 |
2026-08-17 |
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 MC2 - 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 MC2 - 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 |
2026-08-17 |
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 MC2 - 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 MC2 - 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;
}
|
| eFootball 2025 |
v1.20.4-479-gd82b795f6a |
2026-08-16 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| PES 2014 |
v1.20.4-479-gd82b795f6a |
2026-08-03 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Euro y Copa America By T. Bendezu |
v1.20.4-479-gd82b795f6a |
2026-07-29 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball JOELAND |
v1.20.4-479-gd82b795f6a |
2026-07-29 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.20.4-479-gd82b795f6a |
2026-07-23 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| RA-PATCH WORLD CUP 2026 |
v1.20.4-479-gd82b795f6a |
2026-07-22 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| DRAGONBALL: EVOLUTION |
v1.20.4-479-gd82b795f6a |
2026-07-22 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball 2026 Update FIFA World Cup |
v1.20.4-479-gd82b795f6a |
2026-07-22 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Chelito 19 * BETEGAMING |
v1.20.4-479-gd82b795f6a |
2026-07-14 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Libertadores StaR PatcH 2025 By L_S eDits |
v1.20.4-479-gd82b795f6a |
2026-07-13 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| EA FC - GASPER AS7 |
v1.20.4-479-gd82b795f6a |
2026-07-13 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Chelito 19 |
v1.20.4-479-gd82b795f6a |
2026-07-13 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Chelito 19 |
v1.20.4-479-gd82b795f6a |
2026-07-12 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball 2026 |
v1.20.4-479-gd82b795f6a |
2026-07-12 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| EA SPORTS FC26 |
v1.20.4-479-gd82b795f6a |
2026-07-12 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.20.4-479-gd82b795f6a |
2026-07-11 |
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: Tenkaichi Tag Team |
v1.20.4-479-gd82b795f6a |
2026-07-11 |
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'
40182982:00000002 Tex ReplaceBlend_2A:6_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))
// 40182982:00000002 Tex ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod FragDepthClamp
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec3 u_blendFixB;
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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * splat3(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;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.20.4-479-gd82b795f6a |
2026-07-11 |
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'
40181d83:0000d002 Tex ReplaceBlend_3A:6_B:7_Eq:0 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))
// 40181d83:0000d002 Tex ReplaceBlend_3A:6_B:7_Eq:0 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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
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;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.20.4-479-gd82b795f6a |
2026-07-11 |
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'
40181d83:00000002 Tex ReplaceBlend_3A:6_B:7_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))
// 40181d83:00000002 Tex ReplaceBlend_3A:6_B:7_Eq:0 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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
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;
}
|
| MX vs. ATV Untamed |
v1.20.4-479-gd82b795f6a |
2026-07-10 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball 2027 By T. Bendezu |
v1.20.4-479-gd82b795f6a |
2026-07-14 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| RA-PATCH WORLD CUP 2026 |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| EA FC - GASPER AS7 |
v1.9.4 |
2026-10-02 |
Savedata version requested: 3 |
| eFootball 2027 By T. Bendezu |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball 2026 Update FIFA World Cup |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball WORLD CUP 2026 ST PATCH |
v1.20.4-479-gd82b795f6a |
2026-07-14 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball WORLD CUP 2026 ST PATCH |
v1.20.4-479-gd82b795f6a |
2026-09-02 |
PerformMemorySet with invalid range: 041a2980, size 1016087030 |
| eFootball WORLD CUP 2026 ST PATCH |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| "eFootball 2027 By ATGXGAMING PRO |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball 2026 |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| RZKFootball26 JRplay - Rizzkiik (Bundesliga) |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| EA SPORTS FC26 |
v1.9.4 |
2026-10-02 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.20.4-479-gd82b795f6a |
2026-10-02 |
PerformMemorySet with invalid range: 041a2980, size 1016087030 |
| eFootball JOELAND |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Chelito 19 * BETEGAMING |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Lop - Play |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-07-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6680, pos=0, access=1, data=2, text=2 |
| Grand Theft Auto: Vice City Stories |
v1.20.4-479-gd82b795f6a |
2026-07-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
| eFootball 2025 BRI Liga1 & Eropa |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Libertadores StaR PatcH 2025 By L_S eDits |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| Tom Clancy's Ghost Recon® Predator |
v1.20.4-479-gd82b795f6a |
2026-07-09 |
Can't draw: No current render step. Step count: 0 |
| Midnight Club 3: Dub Edition |
v1.20.4-479-gd82b795f6a |
2026-09-21 |
Can't draw: No current render step. Step count: 0 |
| Diabolik: The Original Sin |
v1.20.4-479-gd82b795f6a |
2026-09-25 |
ELF relocation HI16/4 pair (instead of LO16) at 08916310 / 08916320 |
| Diabolik: The Original Sin |
v1.20.4-479-gd82b795f6a |
2026-09-25 |
ELF relocation HI16/1(16) pair (instead of LO16) at 088c8e28 / 088c8e2c |
| WWE'12 |
v1.20.4-67-gdb947e9d60 |
2026-10-03 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| God of War: Chains of Olympus |
v1.20.4-916-ge009d182ff |
2026-10-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| MX vs. ATV Untamed |
v1.20.4-479-gd82b795f6a |
2026-09-29 |
Rendering to framebuffer offset at 04000000 +256x0 (stride 1024) |
| Call of Duty : Roads to Victory™ |
v1.20.4-479-gd82b795f6a |
2026-09-30 |
sceNetAdhocMatchingInit(32768) at 0895fb24 |
| eFootball PES 2021 By GABRIEL |
v1.9.4 |
2026-10-03 |
Savedata version requested: 3 |
| Tom Clancy's Ghost Recon® Predator |
v1.20.4-479-gd82b795f6a |
2026-10-01 |
Utility access thread still running, state: shutting down, dialog=1/1 |
| Tom Clancy's Ghost Recon® Predator |
v1.20.4-479-gd82b795f6a |
2026-10-01 |
Utility access thread still running, state: shutting down, dialog=2/1 |
| TEKKEN 6 |
v1.20.4-479-gd82b795f6a |
2026-10-02 |
sceIoChstat: change attr to 0000 requested |
| Tom Clancy's Ghost Recon® Predator |
v1.9.4 |
2026-09-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c73564, pos=0, access=1, data=2, text=2 |
| Tom Clancy's Ghost Recon® Predator |
v1.9.4 |
2026-09-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c73564, pos=0, access=1, data=1, text=1 |
| Call of Duty : Roads to Victory™ |
v1.9.4 |
2026-10-03 |
An uneaten prefix at end of block: 08ac3ba4 |
| Capcom® Classics Collection Remixed |
v1.9.4 |
2026-10-01 |
Video out requested, not supported: mode=0 size=0,0 |
| Sega Genesis Collection™ |
v1.9.4 |
2026-10-02 |
Video out requested, not supported: mode=0 size=0,0 |
| From Russia With Love™ |
v1.9.4 |
2026-10-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2 |
| From Russia With Love™ |
v1.9.4 |
2026-10-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1 |
| UFC® Undisputed™ 2010 |
v1.9.4 |
2026-10-03 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
| Tom Clancy's Ghost Recon® Predator |
v1.9.4 |
2026-10-03 |
sceUtilityMsgDialogInitStart: invalid status |
| MicroMachines V4 |
v1.9.4 |
2026-09-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892d590, pos=0, access=1, data=1, text=1 |
| Tom Clancy's Ghost Recon® Predator |
v1.9.4 |
2026-10-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1 |