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| Game title |
Version |
Latest Report |
Message |
| ソードアート・オンライン -インフィニティ・モーメント- |
v1.9.0 |
2026-01-17 |
sceDmacMemcpy(dest=04185800, src=08d0cf20, size=501760): overlapping read |
| eFootball PC - V. |
v1.9.4 |
2026-01-17 |
Jump to invalid address: 070bac60 |
| eFootball JOELAND |
v1.8.0 |
2026-01-17 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
| eFootball JOELAND |
v1.9.4 |
2026-01-17 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| DISSIDIA 012[duodecim] FINAL FANTASY |
v1.14.4 |
2026-01-17 |
Replacement rowPitch=1024, but w=2016 (level=0) |
| EA-Sports FC PC-V |
v1.19.3 |
2026-01-17 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10184000:0001d000 Flat FragUber AlphaTest0 >
vs: 40000000:00000002 THR Flat
#version 320 es
// Driver: PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000002 THR Flat
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball JOELAND |
v1.15.4 |
2026-01-17 |
Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc |
| eFootball PC - V. |
v1.11.3 |
2026-01-17 |
ReadFromHardware: Invalid address f601d83c near PC f601d83c LR 08a3c194 |
| Pro Evolution Soccer 2011 |
v1.15.4 |
2026-01-17 |
Unknown GetPointerWrite 00000000 PC 08828c78 LR 08828c88 |
| RIDE 4 |
v1.18.1 |
2026-01-17 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0906b250): duplicate handler |
| EFOOTBALL PES 2025 PREMIUM PATCH BY VANDEYANN |
v1.19.3 |
2026-01-17 |
Savedata version requested: 3 |
| Tomb Raider: Legend™ |
v1.9.4 |
2026-01-17 |
sceDmacMemcpy(dest=041b1800, src=08ff5a00, size=5120): overlapping read |
| MYFP26 ENGLISH |
v1.10.3 |
2026-01-17 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af74 |
| Tomb Raider: Legend™ |
v1.9.4 |
2026-01-17 |
sceDmacMemcpy(dest=041fa800, src=09a6a0f0, size=5120): overlapping read |
| Tomb Raider: Legend™ |
v1.9.4 |
2026-01-17 |
sceDmacMemcpy(dest=041a5400, src=09a678d0, size=5120): overlapping read |
| Silent Hill: Shattered Memories |
v1.19.3 |
2026-01-17 |
__KernelStopThread: thread 1229 does not exist (helper deleted) |
| Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J |
v1.7.5 |
2026-01-17 |
Render to texture using CLUT with different strides 512 != 64 |
| GTA: Sindacco Chronicles |
v1.8.0 |
2026-01-17 |
Unknown GetPointer 00000000 PC 08ab3cb4 LR 08000020 |
| eFootball Season 2025/26 By Ardi Css |
v1.17.1 |
2026-01-17 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| eFootball Season 2025/26 By Ardi Css |
v1.17.1 |
2026-01-17 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| eFootball Season 2025/26 By Ardi Css |
v1.17.1 |
2026-01-17 |
sceMp3Init: invalid data: not MPEG v1 |
| eFootball Season 2025/26 By Ardi Css |
v1.17.1 |
2026-01-17 |
sceMp3Init: invalid data: not layer 3 |
| PES eFOOTBALL 2026 JRplay |
v1.19.3 |
2026-01-17 |
Unexpected mpeg first timestamp: fffffff0000 / 17592185978880 |
| EAFC 26 By Komo Valeri |
v1.19.3 |
2026-01-17 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| eFootball PC - V. |
v1.11.3 |
2026-01-17 |
MIPSCompileOp: Invalid instruction 475f5053 |
| eFootball PC - V. |
v1.11.3 |
2026-01-17 |
MIPSCompileOp: Invalid instruction 63736964 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2026-01-17 |
sceDmacMemcpy(dest=09855540, src=08400000, size=72384): overlapping read |
| WWE'12 |
v1.17.1 |
2026-01-17 |
sceDmacMemcpy(dest=04160ed0, src=09557320, size=65552): overlapping read |
| Field Commander™ |
v1.10.3 |
2026-01-17 |
MIPSCompileOp: Invalid instruction 000c0401 |
| eFootball Chelito 19 |
v1.19.3 |
2026-01-17 |
Branch in Jump delay slot at 08998fcc in block starting at 08991a34 |
| eFootball Chelito 19 |
v1.19.3 |
2026-01-17 |
Branch in Jump delay slot at 08998fc4 in block starting at 08991a34 |
| Grand Theft Auto: Vice City Stories |
v1.10.3 |
2026-01-17 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| eFootball Play-C |
v1.9.4 |
2026-01-17 |
Unknown GetPointer 2c5afdc2 PC 0884d5b0 LR 0884d7d4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2026-01-17 |
ReadFromHardware: Invalid address 051ae5a9 near PC 08a29048 LR 08a29060 |
| WWE 2K25 PSP by LETSKIMODS |
v1.17.1 |
2026-01-17 |
Unknown GetPointerWrite 00000000 PC 08900d68 LR 08900d7c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2026-01-17 |
WriteToHardware: Invalid address 000000d0 near PC 08930960 LR 0893096c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2026-01-17 |
ReadFromHardware: Invalid address 00000040 near PC 08930960 LR 0893096c |
| MLB 11 The Show™ |
v1.18.1 |
2026-01-16 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (26377501), bad data |
| MLB 11 The Show™ |
v1.18.1 |
2026-01-16 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (08184f06), bad data |
| Resistance: Retribution™ |
v1.18.1 |
2026-01-16 |
Unknown GetPointerWrite 0b2b94a8 PC 08d09d20 LR 08cd6754 |
| WWE 2K25 PSP by LETSKIMODS |
v1.17.1 |
2026-01-16 |
Unknown GetPointerWrite 00000000 PC 089ace34 LR 089ace44 |
| WWE 2K25 PSP by LETSKIMODS |
v1.17.1 |
2026-01-16 |
Unknown GetPointer 00000000 PC 089b03e0 LR 089b03f0 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3-787-g5aa0856280 |
2026-01-16 |
__KernelStopThread: thread 3058 does not exist (ApctlThread deleted) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3-787-g5aa0856280 |
2026-01-16 |
__KernelStopThread: thread 3058 does not exist (ApctlThread stopped) |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.19.3 |
2026-01-16 |
__KernelStopThread: thread 778 does not exist (ApctlThread deleted) |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.19.3 |
2026-01-16 |
__KernelStopThread: thread 778 does not exist (ApctlThread stopped) |
| Sonic Rivals™ |
v1.9.4 |
2026-01-16 |
Texture with unexpected bufw (full=18700) |
| Sonic Rivals™ |
v1.9.4 |
2026-01-16 |
Texture with unexpected bufw (full=37489) |
| Sonic Rivals™ |
v1.9.4 |
2026-01-16 |
Unknown texture format 13 |
| Game Sepak Bola PPSSPP |
v1.18.1 |
2026-01-16 |
Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4 |
| Game Sepak Bola PPSSPP |
v1.18.1 |
2026-01-16 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1 |
2026-01-16 |
Unknown GetPointer 00000022 PC 08815f88 LR 08815fd4 |
| Rock Band Unplugged™ |
v1.6.3 |
2026-01-16 |
sceDmacMemcpy(dest=08d27fb0, src=08d31f60, size=384): overlapping read |
| eFootball Lop - Play |
v1.17.1 |
2026-01-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 000a0a01 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 4647ba4a |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 4626abdf |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 049c0000 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 46331f50 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 00010001 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 4649bda3 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-16 |
MIPSCompileOp: Invalid instruction 00000a01 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2026-01-16 |
ReadFromHardware: Invalid address 0000ff7a near PC 08834da4 LR 08835da0 |
| RIDGE RACER 2 |
v1.12.3 |
2026-01-16 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 041ae940/04088000 |
| RIDGE RACER 2 |
v1.12.3 |
2026-01-16 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 041aa140/04088000 |
| eFootball Lop - Play |
v1.11.3 |
2026-01-16 |
Unknown GetPointer 10bf2ff7 PC 0884d5b0 LR 0884d7d4 |
| WWE DON'21 |
v1.6.3 |
2026-01-16 |
Jump to invalid address: 02c97000 |
| WWE DON'21 |
v1.6.3 |
2026-01-16 |
Jump to invalid address: 02cdf000 |
| WWE DON'21 |
v1.6.3 |
2026-01-16 |
Jump to invalid address: 02cbb0d0 |
| WWE DON'21 |
v1.6.3 |
2026-01-16 |
Jump to invalid address: 02ca8000 |
| eFootball Patch VanDeYann v2 |
v1.19.3 |
2026-01-16 |
Game install with no files / data |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2026-01-16 |
00000000=sceUtilityScreenshotInitStart(09d362e8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2026-01-16 |
00000000=sceUtilityScreenshotInitStart(09d362a8) |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1 |
2026-01-16 |
Unknown GetPointer 0000e604 PC 08872bcc LR 08872c1c |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1 |
2026-01-16 |
Unknown GetPointerWrite 000004a4 PC 08872bb4 LR 08872c1c |
| Tomb Raider: Legend™ |
v1.8.0 |
2026-01-16 |
sceDmacMemcpy(dest=041ad800, src=092f69e0, size=5120): overlapping read |
| EA |
v1.19.3 |
2026-01-16 |
Branch in branch delay slot at 08ac5c68 with different target |
| eFootball RB - V. |
v1.10.3 |
2026-01-16 |
Unknown GetPointer 2c57c602 PC 0884d5b0 LR 0884d7d4 |
| Tom Clancy's Ghost Recon® Predator |
v1.19.3 |
2026-01-16 |
__KernelStopThread: thread 392 does not exist (helper deleted) |
| eFootball Lop - Play |
v1.14.2 |
2026-01-16 |
UI scissor out of bounds in SavedataScreen: 1596,204-0,99 / 1504,720 |
| eFootball Lop - Play |
v1.14.2 |
2026-01-16 |
UI scissor out of bounds in SavedataScreen: 1596,100-0,99 / 1504,720 |
| eFootball Lop - Play |
v1.14.2 |
2026-01-16 |
UI scissor out of bounds in SavedataScreen: 1640,204-0,99 / 1504,720 |
| eFootball Lop - Play |
v1.14.2 |
2026-01-16 |
UI scissor out of bounds in SavedataScreen: 1640,100-0,99 / 1504,720 |
| WWE 2K25 BY LETSKIMODZ |
v1.7.4 |
2026-01-16 |
80630007=sceAtracSetData(2, 08d4b180, 000094dc): atracID uses different codec type than data |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-01-16 |
__KernelStopThread: thread 1089 does not exist (ApctlThread stopped) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-01-16 |
__KernelStopThread: thread 1089 does not exist (ApctlThread deleted) |
| eFootball Lop - Play |
v1.11.3 |
2026-01-16 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| eFootball Lop - Play |
v1.11.3 |
2026-01-16 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| eFootball Lop - Play |
v1.11.3 |
2026-01-16 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| Tomb Raider: Legend™ |
v1.16.6 |
2026-01-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
| eFootball Chelito 19 |
v1.5.3 |
2026-01-16 |
Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader.
fs: 00000000:00000918 LM
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00000000:0001d000 UVMtx TessC TessRevN
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
| eFootball Chelito 19 |
v1.5.3 |
2026-01-16 |
Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader.
fs: 40000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00200000
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
| EAFC 26 By Komo Valeri |
v1.18.1 |
2026-01-16 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2026-01-16 |
Jump to invalid address: 0fffc000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2026-01-16 |
Jump to invalid address: 0bffc000 |
| NHL 2007 |
v1.19.3 |
2026-01-16 |
Branch in Jump delay slot at 08eb4090 in block starting at 08eb4090 |
| Mortal Kombat: Unchained |
v1.14.1 |
2026-01-16 |
UI scissor out of bounds in GameSettingsScreen: 222,0-1155,721 / 1387,720 |
| Dante's Inferno™ |
v1.19.3 |
2026-01-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform 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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
ligh |
| Dante's Inferno™ |
v1.19.3 |
2026-01-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
ligh |
| Dante's Inferno™ |
v1.19.3 |
2026-01-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01d15501:00000b09 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01d15501:00000b09 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
ligh |