Recent logs - Resistance: Retribution™

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Resistance: Retribution™ v1.18.1 2025-02-27 1 Vertices without position found: (04400021) [04400021] P: ? N: s8 T: u8 (8b)
Resistance: Retribution™ v1.18.1 2025-05-13 2 Vertices without position found: (12200023) [12200023] P: ? N: s8 T: f (16b)
Resistance: Retribution™ v1.18.1 2025-05-13 2 Vertices without position found: (0460001f) [0460001f] P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.18.1 2025-05-13 2 Vertices without position found: (1260001b) [1260001b] P: ? C: 4444 T: f (16b)
Resistance: Retribution™ v1.18.1 2025-02-27 1 Vertices without position found: (0440001d) [0440001d] P: ? C: 8888 T: u8 (12b)
Resistance: Retribution™ v1.18.1 2025-05-13 2 Vertices without position found: (04600038) [04600038] P: ? N: s8 C: 4444 (8b)
Resistance: Retribution™ v1.18.1 2025-05-13 2 Vertices without position found: (1260001f) [1260001f] P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.11.1 2025-02-25 1 WriteToHardware: Invalid address 00000010 near PC 08bfe774 LR 08bffab8
Resistance: Retribution™ v1.11.3 2025-02-25 1 Unknown GetPointer 0d1d05a8 PC 08c926e0 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-02-23 2 Unknown GetPointerWrite 25157498 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-02-21 1 __KernelStopThread: thread 451 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.17.1 2025-02-21 1 Jump to invalid address: 039314c0
Resistance: Retribution™ v1.17.1 2025-02-21 1 MIPSCompileOp: Invalid instruction 9e4020ef
Resistance: Retribution™ v1.17.1 2025-02-21 1 Jump to invalid address: 03f2c0c0
Resistance: Retribution™ v1.17.1 2025-02-21 1 Jump to invalid address: 03f2b940
Resistance: Retribution™ v1.17.1 2025-02-21 1 Unknown GetPointerWrite 0a09cee8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-02-20 1 MIPSCompileOp: Invalid instruction b1f3add2
Resistance: Retribution™ v1.17.1 2025-02-20 1 MIPSCompileOp: Invalid instruction b214b214
Resistance: Retribution™ v1.18.1 2025-02-19 1 Unknown GetPointerWrite 1b0072c8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.16.6 2025-03-25 8 Unknown GetPointerWrite 131f7128 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.16.6 2025-02-18 3 Unknown GetPointerWrite 1b171f48 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.16.6 2025-02-18 3 ReadFromHardware: Invalid address 1b171f48 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.16.6 2025-02-18 2 ReadFromHardware: Invalid address 2c172770 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.16.6 2025-02-18 2 Unknown GetPointerWrite 26569f48 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.16.6 2025-02-18 2 ReadFromHardware: Invalid address 26569f48 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.9.4 2025-02-12 1 BJUMP to illegal address 02728fa4 - ignoring! data=af7fa4
Resistance: Retribution™ v1.18.1 2025-02-08 1 Unknown GetPointerWrite 28171fc8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-08-23 4 Unknown GetPointerWrite 2850f318 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-02-08 2 MIPSCompileOp: Invalid instruction 42974276
Resistance: Retribution™ v1.18.1 2025-02-01 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 r8p0-00dev0 [Revision 96995]. 01f05555:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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)) // 01f05555:00000b21 HWX T N LM Light: 0: c:1 t:1 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 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 = 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 - 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, worldnormal); lightScale = clamp(1.0
Resistance: Retribution™ v1.18.1 2025-02-01 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 r8p0-00dev0 [Revision 96995]. 01f15555:00000b21 HWX 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-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f15555:00000b21 HWX 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; 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 = 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 - 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, worldnormal); lightS
Resistance: Retribution™ v1.18.1 2025-02-01 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 r8p0-00dev0 [Revision 96995]. 01f05555:00000b29 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 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)) // 01f05555:00000b29 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 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 = 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 - 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, worldn
Resistance: Retribution™ v1.18.1 2025-01-31 1 Unknown GetPointerWrite 26171d98 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-31 1 Unknown GetPointerWrite 130f1278 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-29 3 Unknown GetPointerWrite 1ffa30e8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1-953-g689492ef80 2025-01-27 1 Imm vertex used clip value, flags=dcd800
Resistance: Retribution™ v1.18.1 2025-08-29 2 Imm vertex used clip value, flags=04f800
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 WriteToHardware: Invalid address 34b2007b near PC 08c99b58 LR 08909a44
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 Unknown GetPointer 34b2004f PC 08c99d4c LR 08909be4
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 WriteToHardware: Invalid address 34b20063 near PC 08c99dac LR 08909b74
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 Unknown GetPointerWrite 34b2000f PC 08c99b30 LR 08909a44
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 ReadFromHardware: Invalid address 00000000 near PC 08c989bc LR 089125f0
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-26 1 ReadFromHardware: Invalid address 0000001a near PC 08c9f248 LR 08c989cc
Resistance: Retribution™ v1.18.1 2025-01-26 1 Jump to invalid address: 038a0010
Resistance: Retribution™ v1.18.1 2025-01-26 1 WriteToHardware: Invalid address 26f58b3c near PC 08c1cf78 LR 08c1cf78
Resistance: Retribution™ v1.18.1 2025-01-26 6 Unknown GetPointerWrite 283c2ad8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-26 1 Unknown GetPointer 26d8b0ec PC 08d09c4c LR 08d0f28c
Resistance: Retribution™ v1.18.1-945-gb0182ed0e6 2025-01-25 1 Unknown GetPointerWrite 0f4cab68 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1-953-g689492ef80 2025-01-27 2 Drawing region rate add non-zero: 01ae, 0273 of 0347, 0381
Resistance: Retribution™ v1.14.2 2025-01-19 1 Unknown GetPointer 0b0efd91 PC 08b360c8 LR 08b360c8
Resistance: Retribution™ v1.14.2 2025-01-19 1 Unknown GetPointerWrite 0b56f568 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-18 1 Unknown GetPointerWrite 069511b8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-07-18 2 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]. 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-400 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™ v1.18.1 2025-01-18 2 Unknown GetPointerWrite 260a5dc8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-17 1 Unknown GetPointerWrite 28978338 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-17 1 Unknown GetPointerWrite 26570318 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-06 1 Drawing region rate add non-zero: 01bc, 0187 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-01-06 2 Unusual bezier/spline vtype: 12212212, morph: 0, bones: 5
Resistance: Retribution™ v1.18.1 2025-01-06 1 Block transfer invalid: f67fcf10/2b8 -> 4103ad80/2a8, 1x1x2 (913,122)->(0,0)
Resistance: Retribution™ v1.17.1 2025-01-05 1 Unknown GetPointerWrite 21171f18 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-01-05 1 ReadFromHardware: Invalid address 21171f18 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.18.1-600-g3c1693224f 2025-01-03 1 Unknown GetPointerWrite 287c6b48 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.10.2 2025-01-02 1 Unknown GetPointer 1df9cce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-04-26 2 Unknown GetPointerWrite 27171f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-01 1 Unknown GetPointerWrite 26171d68 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-01 1 Unknown GetPointerWrite 05371f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-01-01 1 Imm vertex used clip value, flags=eee800
Resistance: Retribution™ v1.18.1 2025-01-01 1 Bad index address 0129ca22!
Resistance: Retribution™ v1.18.1 2025-01-01 1 Drawing region rate add non-zero: 01b8, 0109 of 0107, 0005
Resistance: Retribution™ v1.18.1 2025-01-01 1 ReadFromHardware: Invalid address 000002b0 near PC 08ca2734 LR 08ca2734
Resistance: Retribution™ v1.18.1 2024-12-31 4 Unknown GetPointerWrite 112e3ec8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.11.3-1679-g195662497 2024-12-31 1 Unknown GetPointer 0b971f38 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-12-30 1 Unknown GetPointerWrite 26d7d878 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-12-29 1 Unknown GetPointerWrite 23171f48 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-04-07 6 Unknown GetPointerWrite 26178338 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-12-26 1 Unknown GetPointerWrite 191e2b38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-12-26 1 WriteToHardware: Invalid address 18f30b9c near PC 08c1cf78 LR 08c1cf78
Resistance: Retribution™ v1.18.1 2024-12-26 1 Unknown GetPointer 18d6314c PC 08d09c4c LR 08d0f28c
Resistance: Retribution™ v1.18.1 2024-12-24 1 Unknown GetPointerWrite 28971d68 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18 2024-12-23 1 Drawing region rate add non-zero: 0234, 0145 of 01df, 010f
Resistance: Retribution™ v1.20.3 2026-05-05 5 Imm vertex used secondary color
Resistance: Retribution™ v1.18 2024-12-23 1 Imm vertex used clip value, flags=576800
Resistance: Retribution™ v1.18 2024-12-23 1 Bad bounding box data: 005d76
Resistance: Retribution™ v1.18 2024-12-23 1 Block transfer invalid: ba000000/3b8 -> 789ba9a0/1a8, 1023x892x2 (699,618)->(460,891)
Resistance: Retribution™ v1.18 2024-12-23 1 Decoding texture from VRAM mirror at 04404440 swizzle=0
Resistance: Retribution™ v1.18.1 2024-12-24 4 Unknown GetPointerWrite 05eb30e8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-12-21 1 Unknown GetPointerWrite 15eae550 PC 08d09d20 LR 08bfb8e4
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04800005) [04800005] P: ? C: ? T: u8 (through) (3b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04a40007) [04a40007] P: ? C: ? T: f Morph: 2 (through) (8b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (0400001a) [0400001a] P: ? C: 4444 T: u16 (10b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (0420001f) [0420001f] P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04600021) [04600021] P: ? N: s8 T: u8 (8b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04000201) [04000201] P: ? T: u8 W: u8 (1x) (6b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (0420000f) [0420000f] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04a4002d) [04a4002d] P: ? N: s8 C: ? T: u8 Morph: 2 (through) (12b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (1220001f) [1220001f] P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (04400029) [04400029] P: ? N: s8 C: ? T: u8 (6b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Drawing region rate add non-zero: 010b, 0100 of 0003, 0000
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (0420003b) [0420003b] P: ? N: s8 C: 4444 T: f (16b)
Resistance: Retribution™ v1.18.1 2024-12-21 1 Vertices without position found: (12400021) [12400021] P: ? N: s8 T: u8 (8b)

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