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Game title |
Version |
Latest Report |
Message |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
Render to area containing texture at 000cc000 +64x0 |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
Rendering to framebuffer offset: 000cc000 +65x0 |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
BlockTransfer: Bad source transfer address 362222a0! |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
BlockTransfer: Bad source transfer address 9e2222a0! |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
Bad bounding box data: 9999fc |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
Unknown GE command : 03032c59 |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
BJUMP to illegal address 0ffff600 - ignoring! data=fff601 |
Resistance: Retribution™ |
v1.6.3 |
2024-07-25 |
Unknown GE command : 0d11365f |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00005000): atracID uses different codec type than data |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.6.3 |
2024-07-25 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: depal
#version 300 es
precision mediump float;
precision highp int;
in vec2 v_texcoord0;
out vec4 fragColor0;
uniform sampler2D tex;
uniform sampler2D pal;
void main() {
vec4 color = texture(tex, v_texcoord0);
int r = int(color.r * 15.99);
int g = 0;
int b = 0;
int a = 0;
int index = (a << 12) | (b << 8) | (g << 4) | (r);
index = (index & 0x01);
fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0));
}
vs: depal
#version 300 es
precision highp float;
in vec4 a_position;
in vec2 a_texcoord0;
out vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
|
TEKKEN 8 NEXTGEN |
v1.6.3 |
2024-07-24 |
Unknown GetPointer 00000000 PC 0887b940 LR 0887b940 |
TEKKEN 8 NEXTGEN |
v1.6.3 |
2024-07-24 |
80020001=sceKernelCreateMutex(): invalid name |
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.6.3 |
2024-07-26 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
eFootball Chelito 19 |
v1.6.3 |
2024-07-24 |
Unknown GetPointer ff0aa6b6 PC 0884d7b4 LR 0884d7d4 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3 |
2024-07-23 |
sceDmacMemcpy(dest=0414e000, src=095e3830, size=149152): overlapping read |
eFootball Chelito 19 |
v1.6.3 |
2024-07-20 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00000000:0001d000 AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 00000000:0000000a THR C
#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);
}
|
eFootball Chelito 19 |
v1.6.3 |
2024-07-20 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00004000:00000002 Tex Flat TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
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(t.rgb * p.rgb, p.a);
gl_FragColor = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-19 |
Unknown GE command : 03ed0012 |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-19 |
Unknown GE command : 11001100 |
SHReK the THiRD™ |
v1.6.3 |
2024-07-18 |
WriteToHardware: Invalid address 000001bc near PC 08a6d858 LR 08a6d448 |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-18 |
Unknown GE command : fdfefd7c |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-18 |
Unknown GE command : 4f030016 |
eFootball Chelito 19 |
v1.6.3 |
2024-07-17 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 04000000:4140091c HWX C T Fog Tex Bones:6 WScale 2
#version 300 es
precision highp float;
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in vec2 texcoord;
in 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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
TRON EVOLUTION |
v1.6.3 |
2024-07-17 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01f05551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform 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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
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() {
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;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
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 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = cla |
eFootball PES 2020 C19 & Nibeck Tv |
v1.6.3 |
2024-07-17 |
Failed decrypting the PRX (ret = -1, size = 3028965, psp_size = 3029312)! |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-17 |
Unknown GE command : fe404fe0 |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-17 |
sceDmacMemcpy(dest=091235e0, src=09310750, size=4096): overlapping read |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-17 |
Unknown GE command : 0d1d12ef |
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.6.3 |
2024-07-19 |
80630006=sceAtracSetData(3, 08d4b180, 000068ec): invalid RIFF header |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2024-07-15 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0900d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
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;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
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);
}
|
eFootball Chelito 19 |
v1.6.3 |
2024-07-15 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000022 Tex TexAlpha 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 = p * t;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball Chelito 19 |
v1.6.3 |
2024-07-15 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat 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);
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-15 |
sceDmacMemcpy(dest=090fdce0, src=092a6360, size=4096): overlapping read |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-14 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00002992:00800022 Tex TexAlpha 2x ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec3 u_blendFixB;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
v.rgb = v.rgb * vec3(v.a * 2.0);
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
TRON EVOLUTION |
v1.6.3 |
2024-07-17 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01f35551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform 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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
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() {
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;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
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 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_colo |
GTA: Liberty City Stories |
v1.6.3 |
2024-07-14 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000082 Tex TClamp TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-14 |
Unknown GE command : 35353344 |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-14 |
Unknown GE command : 03311205 |
PES 2014 |
v1.6.3 |
2024-07-13 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Resistance: Retribution™ |
v1.6.3 |
2024-07-12 |
Unknown GE command : 03023977 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-12 |
MIPSCompileOp: Invalid instruction 00689637 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-12 |
MIPSCompileOp: Invalid instruction 78afc400 |
eFootball PES 2025 C PRO GAMING V1.0.0 |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-12 |
Unknown GE command : 03d13bde |
RATATOUILLE |
v1.6.3 |
2024-07-10 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00000002 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: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PES 2024 "SNE" |
v1.6.3 |
2024-07-17 |
GL ran out of GPU memory; switching to low memory mode |
eFootball PES 2024 "SN3" |
v1.6.3 |
2024-07-10 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:0001d000 Flat AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
flat in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000002 THR Flat
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
MLB 11 The Show™ |
v1.6.3 |
2024-07-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
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 = p * t;
if (v.a < 0.002) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.6.3 |
2024-07-26 |
Render to area containing texture at 000cc000 +64x0 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3 |
2024-07-09 |
sceDmacMemcpy(dest=0414e000, src=096f00e0, size=146640): overlapping read |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-09 |
BlockTransfer: Bad source transfer address f1c2d2c0! |
一騎当千 XROSS IMPACT |
v1.6.3 |
2024-07-09 |
Unknown GE command : 1101030e |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-09 |
WriteToHardware: Invalid address 8242c820 near PC 0880dcc8 LR 0880dcc8 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
MIPSCompileOp: Invalid instruction 711ed708 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a884 in block starting at 08a6a87c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
MIPSCompileOp: Invalid instruction 711f871c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a914 in block starting at 08a6a90c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a974 in block starting at 08a6a96c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f1bc0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f09c0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a854 in block starting at 08a6a84c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a904 in block starting at 08a6a8fc |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
MIPSCompileOp: Invalid instruction 711f5bd0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a8e4 in block starting at 08a6a8dc |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 06dedb04 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a8d4 in block starting at 08a6a8cc |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a984 in block starting at 08a6a97c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a834 in block starting at 08a6a82c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
MIPSCompileOp: Invalid instruction 711f5d78 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a954 in block starting at 08a6a94c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a8b4 in block starting at 08a6a8ac |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a934 in block starting at 08a6a92c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a924 in block starting at 08a6a91c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a844 in block starting at 08a6a83c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a824 in block starting at 08a6a81c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a8c4 in block starting at 08a6a8bc |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a9b4 in block starting at 08a6a9ac |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f2530 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a814 in block starting at 08a6a810 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a994 in block starting at 08a6a98c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f2970 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f1b50 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a8a4 in block starting at 08a6a89c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a944 in block starting at 08a6a93c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
MIPSCompileOp: Invalid instruction 711f87a0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Branch in Jump delay slot at 08a6a9a4 in block starting at 08a6a99c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 05726a00 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f2200 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f0a80 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021f0e50 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-07-08 |
Jump to invalid address: 021eff10 |