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| Game title |
Version |
Latest Report |
Hits |
Message |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-20 |
1 |
Drawing region rate add non-zero: 04f1, 013f of 0013, 0000 |
| Resistance: Retribution™ |
v1.17.1 |
2024-07-09 |
2 |
Vertices without position found: (0760004f) P: ? N: s16 C: ? T: f (12b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-20 |
1 |
Vertices without position found: (1260004f) P: ? N: s16 C: ? T: f (12b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-20 |
1 |
Unknown GE command : fcdddfdd |
| Resistance: Retribution™ |
v1.16.6 |
2024-04-20 |
1 |
Unknown GetPointerWrite 20171f38 PC 08cd674c LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-18 |
3 |
Unknown GetPointerWrite 2616ecd8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-16 |
1 |
Unknown GetPointerWrite 26b85678 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-10 |
2 |
Unknown GetPointerWrite 25178348 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-07 |
1 |
Unknown GetPointerWrite 21171f38 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-07 |
2 |
Unknown GetPointerWrite 0d1d0568 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-02 |
2 |
Unknown GetPointerWrite 26568e38 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-28 |
3 |
Unknown GetPointerWrite 27848798 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-27 |
1 |
Unknown GetPointer 00232323 PC 08ce7528 LR 08ce7528 |
| Resistance: Retribution™ |
v1.16.6 |
2024-03-23 |
1 |
__KernelStopThread: thread 481 does not exist (helper deleted) |
| Resistance: Retribution™ |
v1.16.6 |
2024-03-23 |
1 |
Unknown GetPointerWrite 27028218 PC 08be51dc LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-27 |
8 |
Unknown GetPointerWrite 0b971f28 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-12 |
2 |
Unknown GetPointerWrite 2421ebb8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-12 |
1 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08cf2fc8 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-09 |
1 |
Unknown GetPointer 002d2d40 PC 08000020 LR 08000020 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-09 |
1 |
Unknown GE command : 39060e1f |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-09 |
1 |
Unknown GetPointerWrite 15191e88 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2026-02-22 |
4 |
Unknown GetPointerWrite 26170e88 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-05 |
1 |
Unknown GetPointer 00000000 PC 08d09c4c LR 0896a1f8 |
| Resistance: Retribution™ |
v1.17.1 |
2024-03-02 |
1 |
Unknown GetPointerWrite 1b79ce78 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2025-02-18 |
3 |
ReadFromHardware: Invalid address 06f9d510 near PC 08ca275c LR 08ca275c |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-26 |
3 |
Unknown GetPointerWrite 27f9cce8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_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 * u_matambientalpha + 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00030b1d HWX C T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#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 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_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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * 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 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f05551:00030b15 HWX T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_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 * u_matambientalpha + 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00030b15 HWX T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_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 * u_matambientalpha + 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = c |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f05551:00030b1d HWX C T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1
#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 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_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 * u_matambientalpha + 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnor |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
1 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#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 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_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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ;
}
lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * 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_lig |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db8d |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db8c |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db8b |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db8a |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db89 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db88 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db87 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db86 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-23 |
1 |
MIPSCompileOp: Invalid instruction 4a77db85 |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-05 |
20 |
Unknown GetPointerWrite 25ffa938 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-04-03 |
10 |
Unknown GetPointerWrite 26394ce8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-02-21 |
1 |
Unknown GetPointerWrite 26178318 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-08 |
12 |
Unknown GetPointerWrite 26171f18 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-18 |
1 |
Unknown GE command : 0d2a4554 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-18 |
1 |
Unknown GetPointerWrite 1b1720d8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-16 |
2 |
Unknown GetPointerWrite 26568438 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-04-19 |
2 |
Unknown GetPointerWrite 24ffa938 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1-8-g834739600 |
2024-02-12 |
1 |
WriteToHardware: Invalid address 00000010 near PC 08b1efcc LR 08b04618 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-09 |
1 |
sceDmacMemcpy(dest=04000000, src=09c76480, size=557056): overlapping read |
| Resistance: Retribution™ |
v1.18.1 |
2026-02-24 |
18 |
Unknown GetPointerWrite 26171f38 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2025-04-05 |
2 |
Unknown GetPointerWrite 00000000 PC 08000020 LR 08000020 |
| Resistance: Retribution™ |
v1.17.1 |
2025-04-05 |
3 |
Unknown GetPointer 00000000 PC 08000020 LR 08000020 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-08 |
1 |
Unknown GE command : 29656255 |
| Resistance: Retribution™ |
v1.18.1 |
2025-08-31 |
7 |
Unknown GetPointerWrite 26569f38 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-11-19 |
19 |
Unknown GetPointerWrite 25f9cce8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-14 |
9 |
Unknown GetPointerWrite 263f2938 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17.1 |
2024-02-05 |
1 |
Unknown GetPointerWrite 132539a8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-16 |
3 |
Unknown GetPointerWrite 26570338 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17 |
2024-02-05 |
1 |
Unknown GE command : 393f3f3f |
| Resistance: Retribution™ |
v1.16.6 |
2024-02-02 |
1 |
Jump to invalid address: 03943540 |
| Resistance: Retribution™ |
v1.16.6 |
2024-02-02 |
1 |
Jump to invalid address: 02fb6d50 |
| Resistance: Retribution™ |
v1.16.6 |
2024-02-02 |
1 |
Jump to invalid address: 0392a7b0 |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-13 |
14 |
Unknown GetPointerWrite 0cffcce8 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17 |
2024-02-01 |
1 |
Unknown GE command : 037e7e7e |
| Resistance: Retribution™ |
v1.17 |
2024-02-01 |
1 |
Unknown GE command : 0d010421 |
| Resistance: Retribution™ |
v1.15.4 |
2024-02-01 |
1 |
Unknown GE command : 4e484848 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-31 |
1 |
Unknown GetPointerWrite 19200e88 PC 08b52814 LR 08cd6754 |
| Resistance: Retribution™ |
v1.18.1 |
2025-01-02 |
4 |
Unknown GetPointerWrite 19201f38 PC 08d09d20 LR 08cd6754 |
| Resistance: Retribution™ |
v1.17 |
2024-01-31 |
1 |
Unknown GE command : ef62569a |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-26 |
1 |
Unknown GetPointerWrite 190330e8 PC 08b52814 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-26 |
1 |
Unknown GetPointerWrite 2530f568 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-24 |
1 |
Unknown GetPointerWrite 26176988 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.14.2 |
2024-01-22 |
1 |
UI scissor out of bounds in GameSettingsScreen: 195,0-1041,544 / 1178,544 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-20 |
1 |
WriteToHardware: Invalid address 00000010 near PC 08c40b10 LR 08d5e760 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-19 |
1 |
Unknown GE command : 0d020619 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-19 |
1 |
Drawing region rate add non-zero: 0309, 0100 of 01df, 010f |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-18 |
1 |
Unknown GE command : 293f3d37 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-17 |
1 |
Unknown GetPointerWrite f8f7a938 PC 08be51dc LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-16 |
1 |
Unknown GetPointerWrite 26d4a6f8 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-16 |
2 |
Unknown GetPointerWrite 26178348 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.7.4 |
2024-01-13 |
1 |
Render to texture with different strides 32 != 512 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-13 |
1 |
Unknown GetPointerWrite 18171f48 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d4d992b |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d6d8885 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
2 |
MIPSCompileOp: Invalid instruction 9d4b9509 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9df5aa58 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d098ca6 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction b256a5d1 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction b258aa14 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d6d992b |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d078444 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9df59df5 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9dd4a1f4 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9d4c990a |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9ce79d07 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 9ce6a107 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction b236adf4 |
| Resistance: Retribution™ |
v1.16.6 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction b212b232 |