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Game title Version Latest Report Message
Pro Evolution Soccer 2013 v1.4.2 2017-10-18 Unknown GetPointer 29857295 PC 0881c410 LR 0881c420
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6a4dca4d
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2 2017-10-18 Wrong magic number 67cdb000
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2 2017-10-18 Wrong magic number f85aac00
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7da842a8
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7c983e78
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7da81000
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 806b7000
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7c965600
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7c96b5f8
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7d995000
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7c972580
Call of Duty : Roads to Victory™ v1.4.2 2017-10-18 Wrong magic number 7c94f568
Dragon Ball Z: Tenkaichi Tag Team v1.4.2 2017-10-18 Render to texture with incompatible formats 7 != 0 at 00088000
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b80d8250
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b7d34978
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b80bca48
Obscure: The Aftermath v1.3 2017-10-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact support-mali@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. / code: #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump float u_lightangle1; uniform mediump float u_lightspotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform 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 mediump vec3 u_lightdir3; uniform mediump float u_lightangle3; uniform mediump float u_lightspotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp 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 vec2 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; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot0 = 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) * dot0; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); lowp float angle1 = dot(normalize(u_lightdir1), toLight); if (angle1 >= u_lightangle1) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle1, u_lightspotCoef1); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * dot1; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = 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) * dot2; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); lowp float angle3 = dot(normalize(u_lightdir3), toLight); if (angle3 >= u_lightangle3) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle3, u_lightspotCoef3); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Obscure: The Aftermath v1.3 2017-10-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact support-mali@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. / code: #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump float u_lightangle2; uniform mediump float u_lightspotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump float u_lightangle3; uniform mediump float u_lightspotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp 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 vec2 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; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot0 = 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) * dot0; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot1 = 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) * dot1; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); lowp float angle2 = dot(normalize(u_lightdir2), toLight); if (angle2 >= u_lightangle2) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle2, u_lightspotCoef2); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * dot2; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); lowp float angle3 = dot(normalize(u_lightdir3), toLight); if (angle3 >= u_lightangle3) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle3, u_lightspotCoef3); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 400811c8
God of War: Chains of Olympus v1.4.2 2017-10-18 Wrong magic number 9d7fc750
God of War: Chains of Olympus v1.4.2 2017-10-18 Wrong magic number 9d887c90
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6de6eb88
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 69f336f8
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6dec9928
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6df3ffc8
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4ca22200
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4f8e0200
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 40f004a0
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c8c4400
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 010440ff
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Trying to compile instruction 70fbaa00 that can't be interpreted
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction b0a22200
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 04a4a000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Branch in RSRTComp delay slot at 0892a185 in block starting at 0892a185
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 0a088800 PC 08910069 LR 0891bcb4
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 06c7b400
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 04a4c000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 024680a8
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 02088800 PC 089100bd LR 0891bcb4
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c822200
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction f30e212f
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c8e4706
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4d2406ff
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Branch in RSRTComp delay slot at 0891b3b5 in block starting at 0891b3a1
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 00028040 PC 0892b489 LR 0891b451
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c240300
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Branch in RSRTComp delay slot at 089121f5 in block starting at 089121e5
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 6c8c64de
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Branch in RSZeroComp delay slot at 0891b401 in block starting at 0891b3fd
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Trying to compile instruction 048c4400 that can't be interpreted
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 ReadFromHardware: Invalid address 8000e300 near PC 08910039 LR 0891bcb4
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c0a246c
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Trying to compile instruction 488e0200 that can't be interpreted
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 72004410
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c27bd00
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 0a311000 PC 08910111 LR 0891bcb4
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4d000210
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 782406ff
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c144000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c104000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 02930000 PC 089121d9 LR 08910d89
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4cae2000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 CrossQuat instruction with wrong size
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Trying to compile instruction 058c4400 that can't be interpreted
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 05144000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 MIPSCompileOp: Invalid instruction 4c544000
METAL GEAR SOLID PORTABLE OPS v1.4.2 2017-10-18 Jump to invalid address: 02088800 PC 0891001d LR 0891bcb4
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6de20b28
WWE All Stars v1.1.1 2017-10-18 Wrong magic number 6df03e48
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2 2017-10-18 Wrong magic number f85f9400
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041c7100, src=08d780b0, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041c7100, src=08e073f0, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041b1100, src=08d52fd0, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041f9100, src=08d5ed90, size=4096): overlapping read
Star Wars Battlefront II v1.4.2 2017-10-18 Wrong magic number 58e383d8
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=04185100, src=08d48ef0, size=2048): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=04174900, src=08d444b0, size=4096): overlapping read
Star Wars Battlefront II v1.4.2 2017-10-18 Wrong magic number 5c5c28f8
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041e7900, src=08d5d0b0, size=4096): overlapping read
WWE'12 v1.4.2 2017-10-18 sceDmacMemcpy(dest=04148620, src=09732970, size=65552): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=0418f900, src=08d47e70, size=4096): overlapping read
WWE'12 v1.4.2 2017-10-18 sceDmacMemcpy(dest=04131c10, src=09637b80, size=65552): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=0419c200, src=08e00310, size=16384): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041b0a00, src=08ed41f0, size=16384): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041c4a00, src=08f0b790, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041f5200, src=08e55f70, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041d5a00, src=08e199d0, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=0417fa00, src=08d70390, size=16384): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041a9200, src=08d6e370, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=041e1200, src=08e41930, size=4096): overlapping read
イース -フェルガナの誓い- v1.0.1 2017-10-18 sceDmacMemcpy(dest=040eb000, src=08e41930, size=4096): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.4.2 2017-10-18 Unknown GE command : 59183150
God of War®: Ghost of Sparta v1.4.2 2017-10-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact support-mali@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. / code: #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; toLight = u_lightpos0; mediump float dot0 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * dot0; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot1 = 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 * color0.rgb) * dot1; dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot1 > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * dot2; dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot2 > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War: Chains of Olympus v1.4.2 2017-10-18 Wrong magic number 78eb2ec0
God of War: Chains of Olympus v1.4.2 2017-10-18 Wrong magic number 781ea590
God of War: Chains of Olympus v1.4.2 2017-10-18 Wrong magic number 781e9610
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b952daf8
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b9530a28
WWE All Stars v1.4.2 2017-10-18 Wrong magic number b9530fc8