Recent logs - v1.6.3-432-gfd6c3145d

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Game title Version Latest Report Message
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2019-03-13 sceDmacMemcpy(dest=04190600, src=0947ace0, size=5120): overlapping read
PES 2014 v1.6.3-432-gfd6c3145d 2019-03-11 Error in shader program link: info: (unknown reason) fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat 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); 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 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); }
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-03-14 Savedata version requested: 3
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-03-12 Savedata version requested on save: 3
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00002b08): atracID uses different codec type than data
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-03-10 Error in shader program link: info: (unknown reason) fs: 00000000:0d20d022 Tex TexAlpha Fog StenToAlpha StenKeep TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:0000091c HWX C T Fog 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; uniform highp vec2 u_fogcoef; 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 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-03-10 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es 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 = p * t; 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); }
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-03-10 Error in shader program link: info: (unknown reason) fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest > #version 300 es 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 = v; } vs: 01070000:00000919 HWX C T LM Tex Light: MatUp:7 #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_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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 0000893c): atracID uses different codec type than data
Lego Star Wars II: The Original Trilogy v1.6.3-432-gfd6c3145d 2019-03-09 Error in shader program link: info: (unknown reason) fs: 00000000:0500d000 StenToAlpha Sten0 AlphaTest > #version 300 es precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:0000000a THR C #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); }
GTA: Liberty City Stories v1.6.3-432-gfd6c3145d 2019-03-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000009a4, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.6.3-432-gfd6c3145d 2019-03-07 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat 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: 40000000:00000918 HWX C T Tex Flat #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; flat 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); }
Grand Theft Auto: Liberty City Stories v1.6.3-432-gfd6c3145d 2019-03-04 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:00000b08 HWX C T N #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; 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 = color0; }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-04 Error in shader program link: info: Link Error: Fragment 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: 00000022:00120b10 HWX T N Tex UVEnv 0: c:2 t:0 1: c:2 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; 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 = 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; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos1), worldnormal)) * 0.5, 1.0); }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-04 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000802 Tex LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; fragColor0 = v; } vs: 01020000:00000b11 HWX T N LM Tex Light: MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp 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 * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-04 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00400822 Tex TexProj TexAlpha LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = textureProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = p * t + s; fragColor0 = v; } vs: 01020000:00050b51 HWX T N LM Tex TexProjUV UVMtx Light: MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp 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 * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.6.3-432-gfd6c3145d 2019-03-04 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-04 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout 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; fragColor0 = v; } vs: 01120001:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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 highp 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 * u_matambientalpha + 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 * 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); 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); }
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-432-gfd6c3145d 2019-03-03 Returned from deleted module start/stop func
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-03-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0020d800 LM Fog AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying highp float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01170000:00000b05 HWX T N LM Fog Light: 0: c:0 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 highp 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-03-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200802 Tex LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01070000:0000091d HWX C T LM Fog Tex Light: MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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 highp vec3 v_texcoord; varying highp 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-01 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0020002a Tex TexAlpha Fog TFuncBlend #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; 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 = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog 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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp 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 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-01 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment 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); }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-01 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200822 Tex TexAlpha LM Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout 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 fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:00000b1d HWX C T N LM Fog Tex Light: #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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-01 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout 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; fragColor0 = v; } vs: 01700110:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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 highp 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 * u_matambientalpha + 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); 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) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); 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) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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); }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-03-01 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout 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; fragColor0 = v; } vs: 01320010:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:1 t:0 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp 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 * u_matambientalpha + 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); 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) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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); }
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00004434): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 Rendering to framebuffer offset: 000cc000 +65x0
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K19 by GamerNafZ™ and Finn v1.6.3-432-gfd6c3145d 2019-03-10 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
Resistance: Retribution™ v1.6.3-432-gfd6c3145d 2019-02-27 Bad vertex address 02b505d4!
Resistance: Retribution™ v1.6.3-432-gfd6c3145d 2019-02-27 BlockTransfer: Bad source transfer address a66401c0!
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-432-gfd6c3145d 2019-02-27 Jump to invalid address: 0717a380
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-432-gfd6c3145d 2019-02-27 Jump to invalid address: 0717a180
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-02-24 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00002982:00800022 Tex TexAlpha 2x ReplaceBlend_2A:6_B:10_Eq:0 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 highp 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: 00000000:0000001a 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 SmackDown vs. RAW 2007 v1.6.3-432-gfd6c3145d 2019-02-23 sceDmacMemcpy(dest=0412ac30, src=09277b70, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 v1.6.3-432-gfd6c3145d 2019-02-21 sceDmacMemcpy(dest=04138d00, src=093297c0, size=65552): overlapping read
WWE'12 v1.6.3-432-gfd6c3145d 2019-02-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000910 HWX T Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying 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 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NBA 2K11 v1.6.3-432-gfd6c3145d 2019-02-20 GL ran out of GPU memory; switching to low memory mode
PES 2019 VANDAMMEEDITION v1.6.3-432-gfd6c3145d 2019-03-07 Savedata version requested: 3
PES 2019 VANDAMMEEDITION v1.6.3-432-gfd6c3145d 2019-03-07 Savedata version requested on save: 3
Pro Evolution Soccer 2018 - PES Libertadores v4.0 - DAEMHVJPB v1.6.3-432-gfd6c3145d 2019-02-16 Jump to invalid address: 03f1ea00
(homebrew) v1.6.3-432-gfd6c3145d 2019-02-14 ReadFromHardware: Invalid address 0000003d near PC 0881114c LR 0881112c
Silent Hill® Origins v1.6.3-432-gfd6c3145d 2019-02-14 Error in shader program link: info: (unknown reason) fs: 00000000:00000382 Tex TClampST TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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 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); }
Grand Theft Auto®: Chinatown Wars™ v1.6.3-432-gfd6c3145d 2019-02-12 Error in shader program link: info: (unknown reason) fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000910 HWX T Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying 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 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2019-02-11 Error in shader program link: info: L1003: Can't link program, because it does not contain a vertex shader fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01310004:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 MatUp: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 mediump vec3 u_lightatt0; 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 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2019-02-11 Error in shader program link: info: L1002: Can't link program, because it does not contain a fragment shader fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310004:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp: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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2013 v1.6.3-432-gfd6c3145d 2019-02-11 Error in shader program link: info: L1002: Can't link program, because it does not contain a fragment shader fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #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); }
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2019-02-11 sceDmacMemcpy(dest=04130600, src=09744050, size=1280): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3-432-gfd6c3145d 2019-02-11 sceDmacMemcpy(dest=0985cd00, src=08400000, size=641344): overlapping read
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2019-02-10 Error in shader program link: info: L1003: Can't link program, because it does not contain a vertex shader fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310004:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp: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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Pro Evolution Soccer 2013 v1.6.3-432-gfd6c3145d 2019-02-10 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat 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: 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 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); }
Tomb Raider: Legend™ v1.6.3-432-gfd6c3145d 2019-02-04 sceDmacMemcpy(dest=041a5800, src=09bb33c0, size=9216): overlapping read
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0240003f) P: s8 N: s8 C: 8888 T: f (size: 20)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0260001e) P: s8 C: 8888 T: u16 (size: 12)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02a00008) P: s8 C: ? (through) (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02200012) P: s8 C: 565 T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0200000b) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0200000c) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0200001e) P: s8 C: 8888 T: u16 (size: 12)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02400055) P: s8 N: s16 C: 5551 T: u8 (size: 14)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02200004) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02440011) P: s8 C: 565 T: u8 Morph: 2 (size: 16)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0260004e) P: s8 N: s16 C: ? T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02400064) P: s8 N: f C: ? (size: 16)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0260000b) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02000029) P: s8 N: s8 C: ? T: u8 (size: 6)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0240000b) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02200008) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02e0000e) P: s8 C: ? T: u16 (through) (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02d30004) P: s8 C: ? Morph: 5 (through) (size: 15)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0240000d) P: s8 C: ? T: u8 (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02400024) P: s8 N: s8 C: ? (size: 6)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02000004) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0280000b) P: s8 C: ? T: f (through) (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02060008) P: s8 C: ? Morph: 2 (size: 6)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02400008) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02640006) P: s8 C: ? T: u16 Morph: 2 (size: 8)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02c00003) P: s8 T: f (through) (size: 12)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02060007) P: s8 C: ? T: f Morph: 2 (size: 8)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0200001b) P: s8 C: 4444 T: f (size: 16)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0260000f) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02a00007) P: s8 C: ? T: f (through) (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0200002e) P: s8 N: s8 C: ? T: u16 (size: 6)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02000013) P: s8 C: 565 T: f (size: 16)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0260004f) P: s8 N: s16 C: ? T: f (size: 12)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0220000a) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (0220007c) P: s8 N: f C: 8888 (size: 20)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02000006) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02200060) P: s8 N: f (size: 16)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02200016) P: s8 C: 5551 T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.6.3-432-gfd6c3145d 2019-02-01 Vertices without position found: (02040009) P: s8 C: ? T: u8 Morph: 2 (size: 6)