Recent logs - v1.5.3

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Game title Version Latest Report Message
Pro Evolution Soccer 2013 v1.5.3 2019-11-14 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 40000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000022 THR #version 300 es precision highp float; 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); }
Pro Evolution Soccer 2014 v1.5.3 2019-11-08 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:0000091c LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0021d002 THR UVMtx TessC TessRevN #version 100 precision highp float; 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); }
Pro Evolution Soccer 2014 v1.5.3 2019-11-01 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:0000091c LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:0021d002 THR UVMtx TessC TessRevN #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-11-02 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00000022 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-11-02 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000914 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:0920f000 TessC TessT TessRevN #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-11-02 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000910 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00000002 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-11-01 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00000002 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-11-01 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000022 THR #version 300 es precision highp float; 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); }
PES 2019 BY CHELITO 19 v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:0000091c LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:0021d022 THR UVMtx TessC TessRevN #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000910 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:09000002 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000914 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00000002 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b10 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00200002 THR #version 300 es precision highp float; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:0020f002 THR TessC TessT TessRevN #version 300 es precision highp float; 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); }
弹丸论破:希望的学园与绝望的高中生汉化版 v1.5.3 2019-10-27 Error in shader program link during preload: info: L0007 Varying 'v_texcoord' not found in vertex shader fs: 00000000:0000000a Tex TFuncBlend #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; varying vec4 v_color0; varying mediump vec3 v_texcoord; 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); gl_FragColor = v; } vs: 00000000:0020f022 THR TessC TessT TessRevN #version 100 precision highp float; 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); }
PES 2014 v1.5.3 2019-10-23 Error in shader program link during preload: info: cannot find a matched output for input v_color1 fs: 40000000:00000914 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00004000:00200022 THR #version 300 es precision highp float; 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); }
PES 2014 v1.5.3 2019-10-23 Error in shader program link during preload: info: cannot find a matched output for input v_color1 fs: 00000000:00000918 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0001d022 THR UVMtx TessC TessRevN #version 300 es precision highp float; 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); }
Pro Evolution Soccer 2013 v1.5.3 2019-10-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000918 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00004000:00200022 THR #version 300 es precision highp float; 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); }
PES 2019 BY CHELITO 19 v1.5.3 2019-10-23 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:0000001a Tex TFuncUnk #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00004000:0001d000 UVMtx TessC TessRevN #version 300 es precision highp float; 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); }
PES 2014 v1.5.3 2019-10-18 Error in shader program link during preload: info: cannot find a matched output for input v_texcoord fs: 40000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0001d022 THR UVMtx TessC TessRevN #version 300 es precision highp float; 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); }
God of War: Ghost of Sparta Demo v1.5.3 2019-10-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 07f34100:41400b1d HWX C T N LM Fog Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
FIFA STREET 2 v1.5.3 2019-10-19 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000918 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:0000d000 TessC TessRevN #version 300 es precision highp float; 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); }
Pro Evolution Soccer 2013 v1.5.3 2019-10-13 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000918 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; 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: 00000000:00200022 THR #version 300 es precision highp float; 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); }
Killzone™: Liberation v1.5.3 2019-10-10 sceDmacMemcpy(dest=04113700, src=091870d0, size=80): overlapping read
Killzone™: Liberation v1.5.3 2019-10-09 sceDmacMemcpy(dest=041fbb00, src=09b0b3d0, size=1280): overlapping read
JEANNE D'ARC v1.5.3 2019-10-09 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b1c LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:00000002 THR #version 100 precision highp float; 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); }
JEANNE D'ARC v1.5.3 2019-10-09 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b18 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0000f002 THR TessC TessT TessRevN #version 100 precision highp float; 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); }
JEANNE D'ARC v1.5.3 2019-10-09 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b18 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:00800022 THR #version 100 precision highp float; 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); }
JEANNE D'ARC v1.5.3 2019-10-09 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b18 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0000f022 THR TessC TessT TessRevN #version 100 precision highp float; 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); }
Killzone™: Liberation v1.5.3 2019-10-09 sceDmacMemcpy(dest=04166700, src=0942d590, size=3376): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04156700, src=098ef330, size=976): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04115100, src=0940c290, size=80): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=041dd100, src=09213de0, size=14176): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04111b00, src=0950d7c0, size=2576): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04192100, src=095ea110, size=2112): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04113e00, src=09b25ff0, size=2752): overlapping read
Killzone™: Liberation v1.5.3 2019-10-08 sceDmacMemcpy(dest=04138000, src=0917ae40, size=976): overlapping read
Killzone™: Liberation v1.5.3 2019-10-06 sceDmacMemcpy(dest=04117b00, src=093f49c0, size=192): overlapping read
Killzone™: Liberation v1.5.3 2019-10-06 sceDmacMemcpy(dest=04112300, src=09416a90, size=64): overlapping read
Killzone™: Liberation v1.5.3 2019-10-06 sceDmacMemcpy(dest=0411d700, src=0927aa60, size=1792): overlapping read
Killzone™: Liberation v1.5.3 2019-10-06 sceDmacMemcpy(dest=04119400, src=099edf40, size=64): overlapping read
Syphon Filter™ Dark Mirror v1.5.3 2019-10-05 Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set.
Killzone™: Liberation v1.5.3 2019-10-04 sceDmacMemcpy(dest=0411cd00, src=09b105a0, size=720): overlapping read
Killzone™: Liberation v1.5.3 2019-10-04 sceDmacMemcpy(dest=041b0e00, src=09100390, size=192): overlapping read
Killzone™: Liberation v1.5.3 2019-10-04 sceDmacMemcpy(dest=04110300, src=0982d6b0, size=64): overlapping read
Killzone™: Liberation v1.5.3 2019-10-03 sceDmacMemcpy(dest=04110300, src=096f59b0, size=3072): overlapping read
Killzone™: Liberation v1.5.3 2019-10-03 sceDmacMemcpy(dest=041f7100, src=093fe960, size=9232): overlapping read
Killzone™: Liberation v1.5.3 2019-10-03 sceDmacMemcpy(dest=0412ba00, src=09530140, size=2112): overlapping read
Killzone™: Liberation v1.5.3 2019-10-02 sceDmacMemcpy(dest=04169700, src=09828da0, size=1568): overlapping read
Killzone™: Liberation v1.5.3 2019-10-02 sceDmacMemcpy(dest=041e8000, src=099a27f0, size=6144): overlapping read
Killzone™: Liberation v1.5.3 2019-10-02 sceDmacMemcpy(dest=04121e00, src=09530140, size=2112): overlapping read
Killzone™: Liberation v1.5.3 2019-10-02 sceDmacMemcpy(dest=04123500, src=09243490, size=736): overlapping read
PES 2014 v1.5.3 2019-10-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 00000000:00000918 LM #version 300 es precision lowp float; 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: 00000000:00000002 THR #version 300 es precision highp float; 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); }
PES 2014 v1.5.3 2019-10-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 00000000:00000918 LM #version 300 es precision lowp float; 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: 00004000:00000000 #version 300 es precision highp float; 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); }
Ghost Rider v1.5.3 2019-10-01 Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set.
RESISTANCE® ~報復の刻~ v1.5.3 2019-09-21 Could not setup streams, unexpected stream count: 61486
RESISTANCE® ~報復の刻~ v1.5.3 2019-09-21 Could not setup streams, unexpected stream count: 37139
RESISTANCE® ~報復の刻~ v1.5.3 2019-09-21 Unknown GE command : 03b4209a
RESISTANCE® ~報復の刻~ v1.5.3 2019-09-21 Bad bounding box data: 054083
RESISTANCE® ~報復の刻~ v1.5.3 2019-09-21 Unknown GE command : 4fc5a800
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-18 Ignoring possible render to texture at 041c6000 +0x144 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-18 Ignoring possible render to texture at 041a6000 +0x73 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-18 Ignoring possible render to texture at 04140000 +0x36 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-18 Render to texture with incompatible formats 4 != 3 at 041e4000
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 041d6000 +0x67 / 128x128
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 04176000 +0x40 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 0419e000 +0x172 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 041ec000 +0x40 / 128x128
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 04192000 +0x42 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-17 Ignoring possible render to texture at 041be000 +0x37 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-16 Ignoring possible render to texture at 0419e000 +0x170 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-15 Ignoring possible render to texture at 04166000 +0x108 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-15 Ignoring possible render to texture at 041de000 +0x60 / 128x128
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-14 Ignoring possible render to texture at 041ac000 +0x152 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-14 Ignoring possible render to texture at 0419c000 +128x74 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-14 Ignoring possible render to texture at 0411c000 +0x44 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-14 Ignoring possible render to texture at 04192000 +0x36 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-13 Ignoring possible render to texture at 0412c000 +0x182 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-13 Ignoring possible render to texture at 0414a000 +0x42 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-13 Ignoring possible render to texture at 0417e000 +128x109 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-13 Ignoring possible render to texture at 0413c000 +0x54 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-13 Ignoring possible render to texture at 04118000 +0x40 / 64x64
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-07 Ignoring possible render to texture at 04196000 +128x40 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-09-07 Ignoring possible render to texture at 041ca000 +0x36 / 64x64
Brigada M v1.5.3 2019-09-03 sceDmacMemcpy(dest=08400000, src=48fe8dc0, size=65536): overlapping read
Brigada M v1.5.3 2019-09-02 sceDmacMemcpy(dest=08400000, src=48f9a9c0, size=65536): overlapping read
Brigada M v1.5.3 2019-09-07 sceDmacMemcpy(dest=08400000, src=4900fd00, size=65536): overlapping read
SBK®09 Superbike World Championship v1.5.3 2019-08-20 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09081700): duplicate handler
SBK®09 Superbike World Championship v1.5.3 2019-08-19 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e9f440): duplicate handler
SBK®09 Superbike World Championship v1.5.3 2019-08-16 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090bba00): duplicate handler
SBK®09 Superbike World Championship v1.5.3 2019-08-16 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091bc5a0): duplicate handler
ソードアート・オンライン -インフィニティ・モーメント- v1.5.3 2019-07-20 sceDmacMemcpy(dest=091a2980, src=08402440, size=449696): overlapping read
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-07-20 Ignoring possible render to texture at 04152000 +0x70 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-07-17 Ignoring possible render to texture at 041b6000 +0x36 / 64x64
LEGO® Batman™: The Videogame v1.5.3 2019-07-07 Unexpected mpeg first timestamp: fea2bd9d31 / 1093652028721
SBK®09 Superbike World Championship v1.5.3 2019-08-15 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0907c090): duplicate handler
Tomb Raider: Anniversary™ v1.5.3 2019-07-01 sceDmacMemcpy(dest=041bc800, src=0915d7b0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.5.3 2019-07-01 sceDmacMemcpy(dest=041b1000, src=08e436e0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.5.3 2019-06-30 sceDmacMemcpy(dest=041e2400, src=094d9738, size=6144): overlapping read
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-06-20 Ignoring possible render to texture at 041b0000 +0x96 / 256x256
SpongeBob SquarePants: The Yellow Avenger v1.5.3 2019-06-20 Render to texture with incompatible formats 4 != 1 at 001a2000