Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b83d44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83d44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact malidevelopers@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 03710044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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() { 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 * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * 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; }
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b70214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b70214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5f374, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aca064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aca064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be0934, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be0934, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4c504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4c504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ac7a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ac7a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b48654, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-14 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b88524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b88524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b65464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b65464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5f564, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2017-12-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5f564, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-12-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5dff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c40ea4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c40ea4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c43d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c43d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-14 Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set.
Assassin's Creed: Bloodlines™ v1.4.2 2017-12-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c7aea4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-12-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7aea4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-03 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 r4p1-01rel0 [Revision 96995]. 03f10444:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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 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 * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * 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; }
Assassin's Creed: Bloodlines™ v1.5.3 2017-12-03 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 r4p1-01rel0 [Revision 96995]. 03710044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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() { 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 * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * 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; }
Assassin's Creed: Bloodlines™ v1.5.2 2017-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcdfa4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.2 2017-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcdfa4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af2a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af2a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb7d14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.2 2017-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c24c64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.2 2017-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c24c64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1-224-g0978500 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0b9d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1-224-g0978500 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0b9d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d274e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d274e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d7f3b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4 2017-11-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d7f3b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0 2017-11-27 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 mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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); 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; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5b554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5b554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b97654, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b97654, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b35414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b35414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b92a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b92a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb54e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb54e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-22 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 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 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_depthRange; varying lowp vec4 v_color0; varying mediump vec2 v_texcoord; varying mediump float v_fogdepth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = depthRoundZVP(u_proj * viewPos); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot3 = 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) * dot3; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = u_uvscaleoffset.zw; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.1.1 2017-11-22 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; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 vec4 u_depthRange; varying lowp vec4 v_color0; varying mediump vec2 v_texcoord; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = depthRoundZVP(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); 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw; }
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ad7d94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad7d94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b37744, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b37744, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c374d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c374d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b540d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b540d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf7184, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.2.2 2017-11-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact malidevelopers@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. / code: #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 mat4 u_bone6; 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 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 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() { 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 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * dot2; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.2.2 2017-11-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact malidevelopers@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. / code: #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * dot2; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.2.2 2017-11-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact malidevelopers@arm.com with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. / code: #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; 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 * 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); 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; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * dot3; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.3.0.1 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1f1f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.3.0.1 2017-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1f1f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1-224-g0978500 2017-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b23db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.0.1-224-g0978500 2017-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b23db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad8a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b63484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b63484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.3 2017-11-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb5a74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.3 2017-11-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb5a74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 Branch in JumpReg delay slot at 09ad15a4 in block starting at 09ad1560
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 MIPSCompileOp: Invalid instruction 0000033e
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 MIPSCompileOp: Invalid instruction 0000033a
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 MIPSCompileOp: Invalid instruction 0000033d
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 MIPSCompileOp: Invalid instruction 0000033b
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 MIPSCompileOp: Invalid instruction 0000033c
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 Jump to invalid address: 02bc7c00
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-13 Jump to invalid address: 06bd2f80
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc7504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc7504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b25864, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b25864, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c061c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba78c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba78c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.2.2 2017-11-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc7104, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.2.2 2017-11-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc7104, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77934, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77934, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b498c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2 2017-11-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b498c4, 4, 00000000, 0)