Recent logs - SOCOM: Fireteam Bravo 3

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Game title Version Latest Report Message
SOCOM: Fireteam Bravo 3 v1.9.4 2022-10-05 sceDmacMemcpy(dest=08e28300, src=08e36300, size=9088): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-10-05 sceDmacMemcpy(dest=087178c0, src=098468e0, size=11776): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.4 2022-10-02 sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8976): overlapping read
SOCOM: Fireteam Bravo 3 v1.13.1-438-g15f51c306 2022-09-28 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888): [COLOR seq:4624 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:4623 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
SOCOM: Fireteam Bravo 3 v1.13.1-438-g15f51c306 2022-09-28 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888): [COLOR seq:4166 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:4165 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
SOCOM: Fireteam Bravo 3 v1.13.2 2022-09-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.13.2 2022-09-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.13.1 2022-09-13 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]. 01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleo
SOCOM: Fireteam Bravo 3 v1.13.1 2022-09-13 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]. 01f35155:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecul
SOCOM: Fireteam Bravo 3 v1.13.1 2022-09-13 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]. 01f35155:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb
SOCOM: Fireteam Bravo 3 v1.13.2 2022-09-12 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 r9p0-01rel0 [Revision 96995]. 01f35515:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse)
SOCOM: Fireteam Bravo 3 v1.12.3 2022-09-11 Rendering to framebuffer offset: 04170000 +256x0
SOCOM: Fireteam Bravo 3 v1.12.3 2022-09-11 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/00000000
SOCOM: Fireteam Bravo 3 v1.12.3 2022-09-11 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/00000000
SOCOM: Fireteam Bravo 3 v1.12.3 2022-09-11 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/00000000
SOCOM: Fireteam Bravo 3 v1.13.1 2022-09-13 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]. 01f35515:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) *
SOCOM: Fireteam Bravo 3 v1.13.1 2022-09-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-30 ReadFCR: Unexpected reg 21
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-28 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-28 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.10.3 2022-08-25 Render to texture with incompatible formats 5 != 1 at 040cc000
SOCOM: Fireteam Bravo 3 v1.10.3 2022-08-25 Render to texture using CLUT with different strides 256 != 128
SOCOM: Fireteam Bravo 3 v1.13.1-447-g192133878 2022-08-23 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888): [COLOR seq:51 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:50 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
SOCOM: Fireteam Bravo 3 v1.12.3 2022-08-19 __KernelStopThread: thread 481 does not exist
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-12 80630006=sceAtracSetHalfwayBuffer(2, 08debda0, 00008000, 00020000): invalid RIFF header
SOCOM: Fireteam Bravo 3 v1.9.4 2022-08-07 Unknown syscall in known module 'sceNpAuth': 0xcd86a656 --N30 Content-Disposition: form-data; name="verify" Content-Length: 99 Content-Transfer-Encoding: binary Unknown syscall in known module '%s': 0x%08xUnknown syscall in known module 'sceNpAuth': 0xcd86a656
SOCOM: Fireteam Bravo 3 v1.9.4 2022-08-07 sceDmacMemcpy(dest=04112760, src=086950b0, size=16384): overlapping read
SOCOM: Fireteam Bravo 3 v1.13.2 2022-10-04 Unknown GetPointer 2c850014 PC 2c850014 LR 08a77a50
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-05 sceDmacMemcpy(dest=08e28300, src=08e36300, size=8768): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-08-02 sceDmacMemcpy(dest=0876c0b0, src=09a31370, size=8288): overlapping read
SOCOM: Fireteam Bravo 3 v1.13.2 2022-10-03 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888): [C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-28 sceDmacMemcpy(dest=08e2be00, src=08e3ba00, size=9008): overlapping read
SOCOM: Fireteam Bravo 3 v1.5.2 2022-07-25 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=9152): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-22 WriteToHardware: Invalid address 000009d0 near PC 08b7a070 LR 08b7a070
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-22 sceDmacMemcpy(dest=086e3750, src=095995c0, size=8288): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-21 sceDmacMemcpy(dest=08e2bdf0, src=08e39df0, size=8928): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-18 sceDmacMemcpy(dest=0870bf40, src=09834350, size=12640): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3-1154-gb93be29a3 2022-07-12 sceDmacMemcpy(dest=09be6940, src=09bdf620, size=19888): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2022-07-12 Jump to invalid address: 0660cfe0
SOCOM: Fireteam Bravo 3 v1.11.3 2022-07-12 Jump to invalid address: 06621320
SOCOM: Fireteam Bravo 3 v1.11.3 2022-07-12 Jump to invalid address: 06648e80
SOCOM: Fireteam Bravo 3 v1.12.3-1385-g6c54ab69e 2022-07-12 An uneaten prefix at end of block: 08ab9388
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408
SOCOM: Fireteam Bravo 3 v1.5.4 2022-06-29 MPEG user data found
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-29 ReadFromHardware: Invalid address 5fee7c43 near PC 5fee7c43 LR 088eeb88
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-29 ReadFromHardware: Invalid address dd207003 near PC dd207003 LR 088eeb88
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-22 sceDmacMemcpy(dest=08e2be00, src=08e3a200, size=8336): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-14 Unimplemented HLE function sceKernelStopUnloadSelfModule
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-05 sceDmacMemcpy(dest=08e2be00, src=08e3ae00, size=8624): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-04 sceDmacMemcpy(dest=08778d50, src=099659f0, size=11600): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-26 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 ReadFromHardware: Invalid address 2f66b270 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 ReadFromHardware: Invalid address 2f66b280 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 WriteToHardware: Invalid address 2f66b270 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 WriteToHardware: Invalid address 2f66b280 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 WriteToHardware: Invalid address 2f68f880 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 ReadFromHardware: Invalid address 2f68f880 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 ReadFromHardware: Invalid address 2f68f870 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 WriteToHardware: Invalid address 2f68f870 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8528): overlapping read
SOCOM: Fireteam Bravo 3 v1.4 2022-05-25 sceDmacMemcpy(dest=08e2be00, src=08e3b200, size=8528): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 __KernelStopThread: thread 334 does not exist
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=08af0100, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-25 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-25 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 sceDmacMemcpy(dest=08e2be00, src=08e3ba00, size=8768): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-06-04 Savedata version requested on save: 3
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-15 WriteToHardware: Invalid address 000009d0 near PC 08000000 LR 08000000
SOCOM: Fireteam Bravo 3 v1.12.3-1154-gb93be29a3 2022-05-15 ReadFromHardware: Invalid address 03280014 near PC 08ac09d0 LR 0892a8b4
SOCOM: Fireteam Bravo 3 v1.12.3-1154-gb93be29a3 2022-05-15 ReadFromHardware: Invalid address 03280010 near PC 08ac09d0 LR 0892a8b4
SOCOM: Fireteam Bravo 3 v1.12.3-1154-gb93be29a3 2022-05-15 ReadFromHardware: Invalid address 3f020014 near PC 08ac09d0 LR 0892a8b4
SOCOM: Fireteam Bravo 3 v1.12.3-1154-gb93be29a3 2022-05-15 ReadFromHardware: Invalid address 3f020010 near PC 08ac09d0 LR 0892a8b4
SOCOM: Fireteam Bravo 3 v1.11.3 2022-05-07 sceDmacMemcpy(dest=04174000, src=090c9d30, size=65536): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2022-05-07 Jump to invalid address: 066239e0
SOCOM: Fireteam Bravo 3 v1.11.3 2022-05-07 Jump to invalid address: 06637d20
SOCOM: Fireteam Bravo 3 v1.11.3 2022-05-07 Jump to invalid address: 0665f880
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-05 sceDmacMemcpy(dest=08e2cc80, src=08e3ac80, size=8368): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-03 sceDmacMemcpy(dest=08e3ecf0, src=08e4ccf0, size=8256): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-02 sceDmacMemcpy(dest=08e3ecf0, src=08e4e6f0, size=8256): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-02 sceDmacMemcpy(dest=08e2cc80, src=08e3ac80, size=8768): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.4 2022-04-25 ReadFromHardware: Invalid address 712a45b4 near PC 712a45b4 LR 08a77940
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 5
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 4
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 3
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 1
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 7
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-06 GE Interrupt: newState might be 6
SOCOM: Fireteam Bravo 3 v1.12.3 2022-04-22 80630006=sceAtracSetHalfwayBuffer(0, 08def250, 00008000, 00020000): invalid RIFF header
SOCOM: Fireteam Bravo 3 v1.10.3 2022-04-21 sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=9040): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-04-16 sceDmacMemcpy(dest=08e28300, src=08e37b00, size=8768): overlapping read
SOCOM: Fireteam Bravo 3 v1.12.3 2022-04-16 Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751
SOCOM: Fireteam Bravo 3 v1.12.3 2022-04-15 80630006=sceAtracSetHalfwayBuffer(2, 08e1bdc0, 00001c20, 00010000): invalid RIFF header
SOCOM: Fireteam Bravo 3 v1.12.3 2022-07-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
SOCOM: Fireteam Bravo 3 v1.12.3 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2