To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
		Click on a version, game, or report message to show similar entries.  Hover over version to see platform info, and hover over a game title to see region and version info.
		
			
				| Game title | 
				Version | 
				Latest Report | 
				Message | 
			
			
				| Call of Duty : Roads to Victory™ | 
				v1.4.2-425-g7a7ccee5e | 
				2025-11-02 | 
				Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier 
 / code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  v_color0 = color0;
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
 | 
			
				| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-11-01 | 
				Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier 
 / code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  v_color0 = u_matambientalpha;
}
 | 
			
				| Colin McRae Rally | 
				v1.4.2-425-g7a7ccee5e | 
				2025-11-01 | 
				Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier 
 / code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos1;
uniform vec3 u_lightpos3;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  v_color0 = u_matambientalpha;
}
 | 
			
				| Grand Theft Auto: Vice City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				Jump to invalid address: 0f540000 PC 09826d98 LR 089494a4 | 
			
				| Grand Theft Auto: Vice City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				Trying to compile instruction 056e0000 that can't be interpreted | 
			
				| Grand Theft Auto: Vice City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				Jump to invalid address: 068804fc PC 09826e34 LR 089494a4 | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=094c34b0, src=09bed300, size=32768): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=098fe9a0, src=09bed300, size=22720): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=09d632c0, src=09bed300, size=1392): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				WriteToHardware: Invalid address 00000768 near PC 08a61a24 LR 08a61ab8 | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=09339c00, src=09bed300, size=5152): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=0933b2a0, src=09bed300, size=5152): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=09344290, src=09bed300, size=5152): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=0933c630, src=09bed300, size=5152): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-26 | 
				sceDmacMemcpy(dest=09342510, src=09bed300, size=5152): overlapping read | 
			
				| 無双OROCHI2 Special | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				sceDmacMemcpy(dest=09341270, src=09bed300, size=5152): overlapping read | 
			
				| Grand Theft Auto: Liberty City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj * vec4(position.xyz, 1.0);
}
 | 
			
				| Grand Theft Auto: Liberty City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-11-01 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(p.rgb + t.rgb, p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| Grand Theft Auto: Liberty City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-11-01 | 
				Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
 varying vec4 v_color0;
 varying vec3 v_color1;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 v = v_color0  + s;
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| Grand Theft Auto: Liberty City Stories | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| 英雄伝説 ガガーブ トリロジー 朱紅い雫 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-27 | 
				fbo_blit_color failed in blit (00154000 -> 00154000) | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(p.rgb + t.rgb, p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj * vec4(position.xyz, 1.0);
}
 | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-24 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-24 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj * vec4(position.xyz, 1.0);
}
 | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
 varying vec4 v_color0;
 varying vec3 v_color1;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 v = v_color0  + s;
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| ナルティメットアクセル3 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-25 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
 varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(p.rgb + t.rgb, p.a);
  fragColor0 = v;
}
 / vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| Ghost Rider | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-17 | 
				Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier 
ERROR: 0:159: 'col' : undeclared identifier 
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:226: 'tex' : undeclared identifier 
 / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
  vec2 pos = vec2(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i * 4 + j];
    }
  }
  return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
  vec3 pos = vec3(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i * 4 + j];
    }
  }
  return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
  vec4 pos = vec4(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i  | 
			
				| DISSIDIA duodecim FINAL FANTASY | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-09 | 
				fbo_blit_color failed in blit (000cc000 -> 000cc000) | 
			
				| MONSTER HUNTER PORTABLE 3rd HD Ver. | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-08 | 
				Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
 / fs: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
 in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
  fragColor0 = v;
}
 / vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| FIFA STREET 2 | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-04 | 
				Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
 / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
  vec2 pos = vec2(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i * 4 + j];
    }
  }
  return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
  vec3 pos = vec3(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i * 4 + j];
    }
  }
  return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
  vec4 pos = vec4(0.0);
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      float f = weights[j].x * weights[i].y;
      if (f != 0.0)
        pos = pos + f * points[i * 4 + j];
    }
  }
  return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
  for (int i = 0; i < 6; ++i) {
    knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
  }
  if ((type.x & 1) != 0) {
    if (patch_pos.x <= 2)
      knot[0].x = 0.0;
    if (patch_pos.x <= 1)
      knot[1].x = 0.0;
  }
  if ((type.x & 2) != 0) {
    if (patch_pos.x >= (num_patches.x - 2))
      knot[5].x = float(num_patches.x);
    if (pa | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 57204247 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number ffffffff | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 0030005f | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 0f9710b8 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 0f8fd240 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 0f8e2100 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 0f8da868 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11631a60 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11704008 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 116362b0 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 116fb900 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 116ee858 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1161e288 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11619a38 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1166a6c8 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11665e78 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1163fd88 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1162ffb0 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 116a8800 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 116a3fb0 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11650b40 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11634878 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 115f2ba8 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1162b390 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1167f758 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11630028 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1164bb50 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 115e3b48 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1166af00 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1163b538 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11626b40 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11650eb0 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11640360 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 115f2ee0 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 115dbf70 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11661628 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11644c88 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11655798 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11639530 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 11621b30 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 1162b408 | 
			
				| Silent Hill Zero | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-01 | 
				Wrong magic number 017c00c0 | 
			
				| 侍道ポータブル | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-02 | 
				Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
 / fs: #version 330
#define lowp
#define mediump
#define highp
 in vec4 v_color0;
 in vec3 v_color1;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 v = v_color0  + s;
  fragColor0 = v;
}
 / vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
 | 
			
				| 侍道ポータブル | 
				v1.4.2-425-g7a7ccee5e | 
				2025-10-02 | 
				Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
 / fs: #version 330
#define lowp
#define mediump
#define highp
 in vec4 v_color0;
 in vec3 v_color1;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 v = v_color0  + s;
  fragColor0 = v;
}
 / vs: #version 330
#define lowp
#define mediump
#define highp
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj * vec4(position.xyz, 1.0);
}
 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 0729f2a0 PC 09caa920 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072ad880 PC 09caa858 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 41bbf532 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 4291cfde | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 4285b9f2 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072b88c0 PC 09caa740 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Trying to compile instruction 000003b6 that can't be interpreted | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 0637dd00 PC 09caa948 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072aa660 PC 09caa980 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 4270fbac | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 410815f2 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 410122b1 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 42ae662d | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 4251aaa6 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Trying to compile instruction 414a65c4 that can't be interpreted | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072aa680 PC 09caa98c LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 0729f2a4 PC 09caa944 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072d2c80 PC 09caa988 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 42639136 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction b4500000 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072aa900 PC 09caa930 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 072ad220 PC 09caa924 LR 088a2e10 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 41076007 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				MIPSCompileOp: Invalid instruction 41bbe616 | 
			
				| Star Wars Battlefront: Elite Squadron | 
				v1.4.2-425-g7a7ccee5e | 
				2025-09-30 | 
				Jump to invalid address: 06ac3340 PC 09caa984 LR 088a2e10 |