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Game title |
Version |
Latest Report |
Message |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013960c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013963c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013974c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396fc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013979c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139594! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139774! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396ac! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139684! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139724! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396a0! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396e6! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013965c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013961c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013974a! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001397c2! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013946c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013966c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139494! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001397c4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001395ee! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396bc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001395bc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139772! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001395d8! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013956c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013959c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013955c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001394bc! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013970e! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013979a! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013973e! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001396d4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139634! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139584! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013951c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013950c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139694! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001394f4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139702! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139534! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 0013977a! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001395e4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 001394e4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-04-05 |
Bad vertex address 00139544! |
eFootball Chelito 19 |
v1.7.2 |
2025-03-12 |
Unknown GetPointer 2c5b2cc2 PC 0884d5b0 LR 0884d7d4 |
PATCH SPARTAN11 |
v1.9.4 |
2025-04-26 |
Savedata version requested: 3 |
Killzone™: Liberation |
v1.7.2 |
2025-03-04 |
sceDmacMemcpy(dest=04113500, src=096d7410, size=1280): overlapping read |
eFootball PES 2020 "C19" |
v1.7.2 |
2025-03-03 |
Error in shader program link: info: Link failed because of invalid fragment shader.
fs: postshader (failed)
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower 0.4 //Default: 0.4 /less/more = darker |
eFootball PES 2020 "C19" |
v1.7.2 |
2025-03-03 |
Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower 0.4 //Default: 0.4 /less/more = darker/b |
eFootball PC - V. |
v1.9.4 |
2025-04-26 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PC - V. |
v1.9.4 |
2025-04-26 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.9.4 |
2025-04-26 |
Savedata version requested on save: 3 |
eFootball PC - V. |
v1.9.4 |
2025-04-26 |
Savedata version requested: 3 |
WWE 2K25 BY LETSKIMODZ |
v1.7.2 |
2025-02-14 |
Render to area containing texture at 000cc000 +64x0 |
WWE 2K25 BY LETSKIMODZ |
v1.7.2 |
2025-02-14 |
Rendering to framebuffer offset: 000cc000 +65x0 |
eFootball 2025 by MP |
v1.9.4 |
2025-04-25 |
Savedata version requested on save: 3 |
eFootball 2025 by MP |
v1.9.4 |
2025-04-26 |
Savedata version requested: 3 |
eFootball SM - V. |
v1.9.4 |
2025-04-25 |
Game install with no files / data |
WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.7.2 |
2025-03-10 |
80630007=sceAtracSetData(2, 08bd5600, 00007f20): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.7.2 |
2025-01-29 |
80630007=sceAtracSetData(2, 08bd5600, 000097e0): atracID uses different codec type than data |
eFootball Chelito 19 |
v1.7.2 |
2025-01-26 |
Jump to invalid address: 07a827a8 |
eFootball SM - V. |
v1.9.4 |
2025-04-26 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball SM - V. |
v1.9.4 |
2025-04-25 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
eFootball SM - V. |
v1.9.4 |
2025-04-26 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball SM - V. |
v1.9.4 |
2025-04-26 |
Savedata version requested on save: 3 |
eFootball SM - V. |
v1.9.4 |
2025-04-26 |
Savedata version requested: 3 |
eFootball Play-C |
v1.7.2 |
2025-01-15 |
ReadFromHardware: Invalid address e52956e5 near PC e52956e5 LR 08000018 |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-04-22 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-04-24 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-04-24 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-04-24 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-04-24 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.7.5 |
2025-03-13 |
Rendering to framebuffer offset: 000cc000 +65x0 |
WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.7.5 |
2025-03-13 |
Render to area containing texture at 000cc000 +64x0 |
vFinal. DFU25 |
v1.9.4 |
2025-03-09 |
Savedata version requested on save: 3 |
vFinal. DFU25 |
v1.7.2 |
2025-01-16 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (18) |
vFinal. DFU25 |
v1.7.2 |
2025-01-16 |
80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header |
BOMBA PATCH FL 2025 |
v1.7.2 |
2025-01-25 |
Savedata version requested on save: 3 |
PES 2014 |
v1.7.2 |
2024-12-29 |
Returned from deleted module start/stop func |
vFinal. DFU25 |
v1.7.5 |
2025-04-18 |
MIPSCompileOp: Invalid instruction 44f2af00 |
eFootball 2025 By Komo Valeri |
v1.9.4 |
2025-04-10 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2025 By Komo Valeri |
v1.9.4 |
2025-04-16 |
Savedata version requested on save: 3 |
eFootball Chelito 19 |
v1.7.2 |
2024-12-27 |
Unknown GetPointer 2c5f97c2 PC 0884d5b0 LR 0884d7d4 |
vFinal. DFU25 |
v1.7.2 |
2025-02-09 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2025-04-04 |
sceDmacMemcpy(dest=04154000, src=0948f1f0, size=557056): overlapping read |
BOMBA PATCH FL 2025 |
v1.7.2 |
2025-02-19 |
Savedata version requested: 3 |
vFinal. DFU25 |
v1.9.4 |
2025-04-25 |
Savedata version requested: 3 |
Crash® of the Titans |
v1.7.2 |
2024-12-15 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00200800 LM Fog
#version 100
precision lowp float;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01f04444:00000b05 HWX T N LM Fog Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 (failed)
#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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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);
vec4 outPos = 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 - 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;
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;
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;
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
eFootball PC - V. |
v1.9.4 |
2025-04-18 |
sceDmacMemcpy(dest=040cc000, src=09517200, size=557056): overlapping read |
eFootball |
v1.9.4 |
2025-04-26 |
Savedata version requested: 3 |
eFootball Euro y Copa America By T. Bendezu |
v1.8.0 |
2025-04-03 |
Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c |
eFootball PC - V. |
v1.9.4 |
2025-04-15 |
sceDmacMemcpy(dest=04154000, src=0927e200, size=557056): overlapping read |
eFootball Chelito 19 |
v1.7.2 |
2024-11-18 |
Unknown GetPointer 2c560cc2 PC 0884d5b0 LR 0884d7d4 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-14 |
ReadFromHardware: Invalid address 11f919f0 near PC 11f919f0 LR 11f919f0 |
eFootball PC - V. |
v1.9.4 |
2025-04-22 |
sceDmacMemcpy(dest=092ed040, src=086ce900, size=1251072): overlapping read |
eFootball 2025 By Komo Valeri |
v1.9.4 |
2025-04-23 |
Savedata version requested: 3 |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.9.4 |
2025-04-15 |
Unknown GetPointer 00000000 PC 0887b940 LR 0887b940 |
eFootball PES 2024 "K25" |
v1.9.4 |
2025-04-20 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES 2024 "K25" |
v1.9.4 |
2025-04-02 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |