Recent logs - SOCOM: U.S. Navy SEALs Fireteam Bravo 3

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SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-12-24 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8752): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-12-24 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8816): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 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 r6p0-01rel1 [Revision 96995]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-06 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 r4p0-00rel0 [Revision 96995]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(l
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-07 Unknown GetPointer 00000000 PC 0881ff90 LR 0881ff90
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-06 ReadFromHardware: Invalid address 712bf92c near PC 712bf92c LR 08a77940
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-06 ReadFromHardware: Invalid address 27bdfff0 near PC 27bdfff0 LR 0881fea8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-05 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8384): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.6.3 2019-09-02 sceDmacMemcpy(dest=09d81c60, src=09939a30, size=249760): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8368): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-24 Unknown GetPointer 1616d615 PC 08bb85a0 LR 08bb85bc
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.4 2019-07-08 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0f802 Tex LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f35515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 (failed) #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.4 2019-07-08 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0f802 Tex LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f35155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 (failed) #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 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.4 2019-07-08 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f35155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 (failed) #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 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot =
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9184): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-01-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-28 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8976): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-09-28 Jump to invalid address: 024aa2d0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-06-16 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8432): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-08-22 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-06-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8880): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.4 2019-07-08 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f35515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 (failed) #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot =
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.4 2019-07-08 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f35155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 (failed) #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 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; 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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); 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);
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-06-04 WriteToHardware: Invalid address 00000c10 near PC 08ad5834 LR 08ad5834
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-05-23 sceDmacMemcpy(dest=09c0aa80, src=09c03760, size=19888): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2020-01-21 Unknown GetPointer 00000000 PC 08aeca24 LR 08aeca24
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-05-16 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8608): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.6.2 2019-05-01 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8688): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-04-12 Texture cache ran out of GPU memory; switching to low memory mode
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-03-29 Unknown GetPointer 00000000 PC 088048a0 LR 08000030
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-18 Render to area containing texture at 040cc000 +0x128
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-18 Render to texture with incompatible formats 5 != 1 at 04044000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-03-13 sceDmacMemcpy(dest=08e549a0, src=08e62da0, size=9152): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-03-01 sceDmacMemcpy(dest=08e549a0, src=08e639a0, size=8576): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-24 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8832): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.2 2019-02-11 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8784): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-14 Render to texture with different formats 3 != 1
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-19 sceDmacMemcpy(dest=08e549a0, src=08e641a0, size=8768): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-12-01 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8464): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3 2020-02-19 ReadFromHardware: Invalid address 3ffffff9 near PC 08adcfdc LR 0892a8b4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3 2020-02-19 Unknown GetPointer 00000000 PC 00000000 LR 08a778e4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3 2020-02-19 ReadFromHardware: Invalid address 3ebb0014 near PC 08ac09d0 LR 0892a8b4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3 2020-02-19 ReadFromHardware: Invalid address 3ebb0010 near PC 08ac09d0 LR 0892a8b4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4-2-g648bc5d 2018-10-16 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 r6p0-01rel0 [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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 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() { 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 * 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 - 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 * color0.rgb) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); 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) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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 * 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) * lightScale); 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 * color0.rgb) * dot3; dot3 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot3 > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(dot3, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4-2-g648bc5d 2018-10-16 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 r6p0-01rel0 [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 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 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 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() { 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 * 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 - 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 * color0.rgb) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) * lightScale); 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 * 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); 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 * color0.rgb) * dot3; dot3 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot3 > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(dot3, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-02 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8768): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 7265646e
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction b49dec88
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 4b5f7063
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 75674152
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 6e6e7567
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-12-21 sceDmacMemcpy(dest=08e66a10, src=08e76410, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-01-17 Render to texture with different strides 256 != 128
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2 2018-07-01 fbo_blit_color failed in blit (000cc000 -> 000cc000)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2 2018-07-01 fbo_blit_color failed in blit (00000000 -> 00000000)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2 2018-07-01 fbo_blit_color failed in blit (00044000 -> 00044000)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-09 Render to texture with different formats 0 != 3
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03aff640
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03d44880
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 01010001
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03cfc940
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 033c00c0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 43960000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 40a00000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 41200000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03d29780
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 033c0080
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03a2d980
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03ba4600
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03a7e900
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03d5b2c0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03be88c0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 01000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03b25380
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 03a7e980
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 02efecd0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 0209d270
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp: Invalid instruction 00000001
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 039e2880
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 MIPSCompileOp 69647541 failed
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-10-04 Jump to invalid address: 076fe440
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-19 WriteToHardware: Invalid address 00000000 near PC 08ad5834 LR 08ad5834
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-09-14 Render to texture with different formats 1 != 3
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-02-10 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9024): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.5.4 2018-02-09 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8720): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-08 sceDmacMemcpy(dest=08e66a10, src=08e74a10, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2020-01-31 Render to area containing texture at 000cc000 +0x128
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-09 Render to texture with different formats 3 != 0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Render to texture with incompatible formats 5 != 1 at 04000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.2.2-693-g12be183 2017-05-19 sceDmacMemcpy(dest=08e66a10, src=08e74a10, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.2.2-693-g12be183 2017-05-19 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8752): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.2.2-693-g12be183 2017-05-19 sceDmacMemcpy(dest=08e549a0, src=08e641a0, size=8768): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4-2-g648bc5d 2017-04-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a778e4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpService': 0x75dacb57
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpService': 0x58251346
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNp': 0xa0be3c4b
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-02-25 Unknown syscall in known module 'sceNpService': 0xbe22eea3