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Game title |
Version |
Latest Report |
Message |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
Unexpected mpeg first timestamp: 0 / 0 |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.17.1 |
2024-12-09 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0882f864 |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
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 r8p0-00dev0 [Revision 96995].
01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 mediump mat4 u_texmtx;
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 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 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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.18.1 |
2024-11-16 |
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 r8p0-00dev0 [Revision 96995].
01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 mediump mat4 u_texmtx;
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 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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.18.1 |
2024-11-16 |
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 r8p0-00dev0 [Revision 96995].
01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
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 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;
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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin. |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
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 r8p0-00dev0 [Revision 96995].
01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
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 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;
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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin. |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
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 r8p0-00dev0 [Revision 96995].
01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform 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 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 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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.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;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos |
Gangs of London™ |
v1.18.1 |
2024-11-10 |
Unknown GetPointer 00000010 PC 08a0c1d0 LR 08a113a4 |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Unknown GE command : ed97f700 |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Bad vertex address 0f010000! |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Unknown GE command : 35373037 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
BlockTransfer: Bad source transfer address 0a84ae20! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Bad vertex address 0f010df7! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Render to texture with incompatible formats 7 != 0 at 04000000 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Render to texture using CLUT with different strides 512 != 1916 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
BlockTransfer: Bad source transfer address 0a000000! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Unknown GE command : 354ec3e2 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
WriteToHardware: Invalid address 00000458 near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
WriteToHardware: Invalid address 00000010 near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
ReadFromHardware: Invalid address 000003fc near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.3 |
2024-08-13 |
Waiting thread for 20 that was already waiting for 20 |
Gangs of London™ |
v1.17.3 |
2024-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.17.3 |
2024-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61cc with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61c4 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61bc with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61b4 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61ac with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d61a4 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d619c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6194 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d618c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6184 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d617c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6174 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d616c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6164 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d615c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6154 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d614c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6144 with different target |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d613c with different target |
Gangs of London™ |
v1.17.1 |
2024-06-12 |
__KernelStopThread: thread 739 does not exist (ApctlThread deleted) |
Gangs of London™ |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Video out requested, not supported: mode=0 size=0,0 |
Gangs of London™ |
v1.16.6 |
2024-05-22 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
Gangs of London™ |
v1.9.0 |
2024-04-29 |
Unknown GE command : 4e5a5f00 |
Gangs of London™ |
v1.17.1 |
2024-03-21 |
WriteToHardware: Invalid address 00000010 near PC 08939698 LR 08939698 |
Gangs of London™ |
v1.17.1 |
2024-03-21 |
ReadFromHardware: Invalid address 000003fc near PC 08939698 LR 08939698 |
Gangs of London™ |
v1.17.1 |
2024-06-16 |
Branch in branch delay slot at 090d6134 with different target |
Gangs of London™ |
v1.17.1 |
2024-07-11 |
Branch in branch delay slot at 090d612c with different target |
Gangs of London™ |
v1.17.1 |
2024-07-11 |
Branch in branch delay slot at 090d6124 with different target |
Gangs of London™ |
v1.16.6 |
2024-01-26 |
Can't draw: No current render step. Step count: 0 |
Gangs of London™ |
v1.13.2-1944-g3e481634a |
2023-12-31 |
Failed to read valid video stream data from header |
Gangs of London™ |
v1.16.6 |
2023-12-17 |
WriteToHardware: Invalid address 00000458 near PC 088a38a8 LR 088a3914 |
Gangs of London™ |
v1.16.6 |
2023-12-17 |
WriteToHardware: Invalid address 00000010 near PC 088a38a8 LR 088a3914 |
Gangs of London™ |
v1.16.6 |
2023-12-17 |
ReadFromHardware: Invalid address 000003fc near PC 088a38a8 LR 088a3914 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceUtilityOskInitStart: invalid status |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
Utility access thread still running, state: shutting down, dialog=2/1 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceDmacMemcpy(dest=04110000, src=0982fa00, size=557056): overlapping read |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.16.6 |
2023-10-28 |
sceUtilityMsgDialogInitStart: invalid status |
Gangs of London™ |
v1.10.3-258-g61fa4453d |
2023-10-18 |
Bad bounding box data: 171f40 |
Gangs of London™ |
v1.10.3-258-g61fa4453d |
2023-10-18 |
Unknown GE command : 1100001d |
Gangs of London™ |
v1.9.4 |
2023-08-04 |
Bad bounding box data: 6a6516 |
Gangs of London™ |
v1.9.4 |
2023-08-04 |
Unknown GE command : 35043798 |
Gangs of London™ |
v1.9.4 |
2023-08-04 |
Bad vertex address 0b843aff! |
Gangs of London™ |
v1.9.4 |
2023-08-04 |
Unknown GE command : 11ffffff |
Gangs of London™ |
v1.10.3 |
2023-06-06 |
CALL to illegal address 000000f8 - ignoring! data=0000fb |
Gangs of London™ |
v1.14.4 |
2023-05-30 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Gangs of London™ |
v1.9.0 |
2023-02-28 |
CALL to illegal address 01a00014 - ignoring! data=a00014 |
Gangs of London™ |
v1.14.1 |
2023-01-31 |
WriteToHardware: Invalid address 00000458 near PC 0880584c LR 0880581c |
Gangs of London™ |
v1.14.1 |
2023-01-31 |
WriteToHardware: Invalid address 00000010 near PC 0880584c LR 0880581c |
Gangs of London™ |
v1.14.1 |
2023-01-31 |
ReadFromHardware: Invalid address 000003fc near PC 0880584c LR 0880581c |
Gangs of London™ |
v1.9.0 |
2022-11-26 |
Unknown GE command : 11181112 |
Gangs of London™ |
v1.13.2 |
2022-10-25 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
Gangs of London™ |
v1.17.1 |
2024-10-06 |
sceNetAdhocMatchingInit(32768) at 08923740 |
Gangs of London™ |
v1.13.2 |
2022-10-19 |
WriteToHardware: Invalid address 00000458 near PC 089ff1bc LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-05-20 |
WriteToHardware: Invalid address 00000010 near PC 089ff1bc LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-05-20 |
ReadFromHardware: Invalid address 000003fc near PC 089ff1bc LR 089fd668 |
Gangs of London™ |
v1.12.3 |
2022-09-19 |
Unknown GetPointer 0000001c PC 08a0c1d0 LR 08a113a4 |
Gangs of London™ |
v1.12.3 |
2022-09-19 |
Unknown GetPointer ffffffff PC 08a0c1d0 LR 08a113a4 |
Gangs of London™ |
v1.13.2 |
2022-10-23 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04130000 offset: 0 (256x128 stride 256, 8888):
[C:04130000/256 Z:04110000/512 X:0 Y:0 reint: false] [C:04110000/256 Z:00000000/0 X:0 Y:128 reint: false] |
Gangs of London™ |
v1.12.3 |
2022-06-02 |
Unknown GetPointer 00000040 PC 0891b464 LR 0891b444 |
Gangs of London™ |
v1.12.3 |
2022-06-02 |
ReadFromHardware: Invalid address 3f22f9ff near PC 08884cc4 LR 08884cbc |
Gangs of London™ |
v1.12.3 |
2022-06-02 |
ReadFromHardware: Invalid address 00000000 near PC 08993af8 LR 08884c98 |
Gangs of London™ |
v1.8.0 |
2022-05-20 |
CALL to illegal address 0e0fa540 - ignoring! data=0fa542 |
Gangs of London™ |
v1.9.0 |
2022-04-30 |
Unknown GE command : 11635002 |
Gangs of London™ |
v1.12.3 |
2022-03-25 |
ReadFromHardware: Invalid address 38d1b717 near PC 38d1b717 LR 38d1b717 |
Gangs of London™ |
v1.10.3 |
2022-03-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.10.3 |
2022-03-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.12.3 |
2022-02-03 |
Video out requested, not supported: mode=0 size=512,272 |
Gangs of London™ |
v1.12.3 |
2022-02-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
Gangs of London™ |
v1.12.3 |
2021-12-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145502672 |
Gangs of London™ |
v1.12.3 |
2021-12-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145558236 |
Gangs of London™ |
v1.12.3 |
2021-12-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145549884 |