Recent logs - v1.20.4-479-gd82b795f6a

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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; }