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Game title |
Version |
Latest Report |
Message |
Resistance: Retribution™ |
v1.18.1 |
2025-01-06 |
Drawing region rate add non-zero: 01bc, 0187 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2025-01-06 |
Unusual bezier/spline vtype: 12212212, morph: 0, bones: 5 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-06 |
Block transfer invalid: f67fcf10/2b8 -> 4103ad80/2a8, 1x1x2 (913,122)->(0,0) |
Resistance: Retribution™ |
v1.18.1 |
2025-01-06 |
Unexpected mpeg first timestamp: 772d2090000 / 8189731471360 |
Resistance: Retribution™ |
v1.17.1 |
2025-01-05 |
Unknown GetPointerWrite 21171f18 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.17.1 |
2025-01-05 |
ReadFromHardware: Invalid address 21171f18 near PC 08ca31e0 LR 08ca1a84 |
Resistance: Retribution™ |
v1.18.1-600-g3c1693224f |
2025-01-03 |
Unknown GetPointerWrite 287c6b48 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.10.2 |
2025-01-02 |
Unknown GetPointer 1df9cce8 PC 08b52814 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Unexpected mpeg first timestamp: dfb7ebdaf73 / 15373814312819 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Unknown GetPointerWrite 27171f38 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1-362-g01b4eb41be |
2025-01-01 |
Unexpected mpeg first timestamp: 61a11094b49 / 6709024738121 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Unknown GetPointerWrite 26171d68 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Unknown GetPointerWrite 05371f38 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Imm vertex used clip value, flags=eee800 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Bad index address 0129ca22! |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Drawing region rate add non-zero: 01b8, 0109 of 0107, 0005 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
Could not setup streams, unexpected stream count: 45568 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-01 |
ReadFromHardware: Invalid address 000002b0 near PC 08ca2734 LR 08ca2734 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-31 |
Unknown GetPointerWrite 112e3ec8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.11.3-1679-g195662497 |
2024-12-31 |
Unknown GetPointer 0b971f38 PC 08ca31e0 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-30 |
Unknown GetPointerWrite 26d7d878 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-29 |
Unexpected mpeg first timestamp: 56509090000 / 5931501420544 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-29 |
Unexpected mpeg first timestamp: 5fb10090000 / 6575863955456 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-29 |
Unknown GetPointerWrite 23171f48 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-29 |
Unknown GetPointerWrite 26178338 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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 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 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 = u_matambientalpha;
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(toLi |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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 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 = u_matambientalpha;
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)
lightSum1 += u_lightspecular2 * |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 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 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 = u_matambientalpha;
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) { |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01f15551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 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 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 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_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 |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 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 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 = u_matambientalpha;
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 = do |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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 = u_matambientalpha;
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)
|
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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)
|
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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 = u_matambientalpha;
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)
lightSum1 += u_l |
Resistance: Retribution™ |
v1.17.1-1192-ga9ef8a1f25 |
2024-12-26 |
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 r7p0-00rel1 [Revision 96995].
01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 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 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 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 - 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);
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 * lightScale;
}
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);
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, w |
Resistance: Retribution™ |
v1.18.1 |
2024-12-26 |
Unknown GetPointerWrite 191e2b38 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-26 |
WriteToHardware: Invalid address 18f30b9c near PC 08c1cf78 LR 08c1cf78 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-26 |
Unknown GetPointer 18d6314c PC 08d09c4c LR 08d0f28c |
Resistance: Retribution™ |
v1.18.1 |
2024-12-24 |
Unknown GetPointerWrite 28971d68 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Drawing region rate add non-zero: 0234, 0145 of 01df, 010f |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Imm vertex used secondary color |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Imm vertex used clip value, flags=576800 |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Bad bounding box data: 005d76 |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Block transfer invalid: ba000000/3b8 -> 789ba9a0/1a8, 1023x892x2 (699,618)->(460,891) |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Decoding texture from VRAM mirror at 04404440 swizzle=0 |
Resistance: Retribution™ |
v1.18 |
2024-12-23 |
Bad vertex address 0229ac4c! |
Resistance: Retribution™ |
v1.18.1 |
2024-12-24 |
Unknown GetPointerWrite 05eb30e8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Unknown GetPointerWrite 15eae550 PC 08d09d20 LR 08bfb8e4 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04800005) [04800005] P: ? C: ? T: u8 (through) (3b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04a40007) [04a40007] P: ? C: ? T: f Morph: 2 (through) (8b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0400001a) [0400001a] P: ? C: 4444 T: u16 (10b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0420001f) [0420001f] P: ? C: 8888 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04600021) [04600021] P: ? N: s8 T: u8 (8b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04000201) [04000201] P: ? T: u8 W: u8 (1x) (6b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0420000f) [0420000f] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04a4002d) [04a4002d] P: ? N: s8 C: ? T: u8 Morph: 2 (through) (12b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (1220001f) [1220001f] P: ? C: 8888 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04400029) [04400029] P: ? N: s8 C: ? T: u8 (6b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Drawing region rate add non-zero: 010b, 0100 of 0003, 0000 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0420003b) [0420003b] P: ? N: s8 C: 4444 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (12400021) [12400021] P: ? N: s8 T: u8 (8b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04c00048) [04c00048] P: ? N: s16 C: ? (through) (10b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0484007b) [0484007b] P: ? N: f C: 4444 T: f Morph: 2 (through) (56b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (12600037) [12600037] P: ? N: s8 C: 5551 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (1220003d) [1220003d] P: ? N: s8 C: 8888 T: u8 (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (1220000f) [1220000f] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0424000c) [0424000c] P: ? C: ? Morph: 2 (6b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (1260000c) [1260000c] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (0420003d) [0420003d] P: ? N: s8 C: 8888 T: u8 (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04800042) [04800042] P: ? N: s16 T: u16 (through) (14b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04600037) [04600037] P: ? N: s8 C: 5551 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04240005) [04240005] P: ? C: ? T: u8 Morph: 2 (6b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Vertices without position found: (04a0001f) [04a0001f] P: ? C: 8888 T: f (through) (16b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
Unexpected mpeg first timestamp: 2e4ce090000 / 3181732495360 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-20 |
Vertices without position found: (1216985a) [1216985a] P: ? N: s16 C: 4444 T: u16 I: ? Morph: 6 (96b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-20 |
Unexpected mpeg first timestamp: 10009090000 / 1099663212544 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-20 |
Unknown GetPointerWrite 26b23110 PC 08d09d20 LR 08bfb8e4 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Vertices without position found: (04800077) [04800077] P: ? N: f C: 5551 T: f (through) (28b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Drawing region rate add non-zero: 04fa, 013f of 03fa, 003f |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Unknown GetPointerWrite 25a60418 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Vertices without position found: (06220010) [06220010] P: ? C: 565 (6b) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Drawing region rate add non-zero: 0149, 01c0 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Bad vertex address 01e0200f! |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Bad vertex address 0f321012! |
Resistance: Retribution™ |
v1.18.1 |
2024-12-19 |
Imm vertex used clip value, flags=c32800 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x4 (496,807)->(0,0) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Unexpected mpeg first timestamp: c9615090000 / 13838737539072 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Unexpected mpeg first timestamp: 1000008448 / 68719510600 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Unexpected mpeg first timestamp: 10000044c0 / 68719494336 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Unexpected mpeg first timestamp: 100000743e / 68719506494 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-18 |
Unexpected mpeg first timestamp: 1000005481 / 68719498369 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-17 |
Unknown GetPointerWrite 0577a938 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-16 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (224,0)->(0,0) |
Resistance: Retribution™ |
v1.18.1 |
2024-12-16 |
Unknown GetPointerWrite 1306dbd8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-14 |
Unknown GetPointerWrite 2645d6c8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.11.3 |
2024-12-14 |
sceDmacMemcpy(dest=04000000, src=09c85470, size=557056): overlapping read |
Resistance: Retribution™ |
v1.17.1 |
2024-12-12 |
Unknown GetPointerWrite 28b8a748 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2024-12-10 |
Drawing region rate add non-zero: 0441, 0394 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2024-12-10 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x4 (0,0)->(0,0) |
Resistance: Retribution™ |
v1.17.1 |
2024-12-09 |
Unknown GetPointer 000001c0 PC 08000020 LR 08000020 |
Resistance: Retribution™ |
v1.17.1 |
2024-12-09 |
Unknown GE command : 0300002d |