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Game title |
Version |
Latest Report |
Message |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-25 |
ReadFromHardware: Invalid address 00000010 near PC 08a778cc LR 0892a8b4 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-25 |
ReadFromHardware: Invalid address c1300000 near PC 08a778c0 LR 0892a8b4 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-19 |
ReadFromHardware: Invalid address 2236155c near PC 2236155c LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-16 |
80630006=sceAtracSetHalfwayBuffer(1, 08e1bdc0, 00001bb8, 00010000): invalid RIFF header |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-16 |
80630006=sceAtracSetHalfwayBuffer(1, 08e0bdb0, 00001bb8, 00010000): invalid RIFF header |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-07 |
MIPSCompileOp: Invalid instruction 0000000e |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-07 |
Jump to invalid address: 032456a0 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-09-06 |
sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=10112): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-08-24 |
Unknown GE command : 11ffffff |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-08-21 |
ReadFromHardware: Invalid address ff0fff0f near PC ff0fff0f LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-08-01 |
WriteToHardware: Invalid address 000001f0 near PC 08b79490 LR 08b793e8 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-31 |
MIPSCompileOp: Invalid instruction 9d4a9929 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-31 |
MIPSCompileOp: Invalid instruction 9d2a9d2a |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-31 |
Branch in Jump delay slot at 09c02a80 in block starting at 09c02a60 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-25 |
sceDmacMemcpy(dest=08e2be00, src=08e3ba00, size=8480): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-24 |
sceDmacMemcpy(dest=09be4cd0, src=09bdd9b0, size=19888): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-23 |
sceDmacMemcpy(dest=04119f10, src=098ad530, size=609792): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-16 |
sceDmacMemcpy(dest=08e2be00, src=08e3b200, size=8480): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.16 |
2024-07-15 |
ReadFromHardware: Invalid address 7f817c78 near PC 7f817c78 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1711,516-0,92 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1711,412-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1711,308-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1711,204-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1711,100-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1760,516-0,92 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1760,412-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1760,308-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1760,204-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2024-07-08 |
UI scissor out of bounds in SavedataScreen: 1760,100-0,99 / 1560,720 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-08 |
sceDmacMemcpy(dest=08782c30, src=09a7dbb0, size=8288): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-08 |
Unexpected mpeg first timestamp: 0 / 0 |
SOCOM: Fireteam Bravo 3 |
v1.17.1-817-g13506d3d02 |
2024-07-05 |
__KernelStopThread: thread 558 does not exist (ApctlThread deleted) |
SOCOM: Fireteam Bravo 3 |
v1.17.1-817-g13506d3d02 |
2024-07-05 |
__KernelStopThread: thread 558 does not exist (ApctlThread stopped) |
SOCOM: Fireteam Bravo 3 |
v1.17 |
2024-07-05 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
SOCOM: Fireteam Bravo 3 |
v1.17 |
2024-07-05 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-06-23 |
ReadFromHardware: Invalid address 000000b9 near PC 000000b9 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.17.1-669-gd298c6f6f5 |
2024-06-21 |
ReadFromHardware: Invalid address 43cd0000 near PC 08a778c4 LR 0892a8b4 |
SOCOM: Fireteam Bravo 3 |
v1.17.1-669-gd298c6f6f5 |
2024-06-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.17.1-669-gd298c6f6f5 |
2024-06-13 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-06-11 |
sceDmacMemcpy(dest=08766a20, src=09965a00, size=11600): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-06-09 |
ReadFromHardware: Invalid address 19161000 near PC 19161000 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.17.1-491-g9cdd97c13b |
2024-06-01 |
sceDmacMemcpy(dest=04174000, src=09038390, size=65536): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-26 |
sceDmacMemcpy(dest=08e2be00, src=08e3b200, size=8384): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.15.4 |
2024-05-25 |
sceDmacMemcpy(dest=08e2be00, src=08e3aa00, size=8768): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-25 |
sceDmacMemcpy(dest=08e2be00, src=08e3b200, size=8816): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-22 |
sceDmacMemcpy(dest=08e3de70, src=08e4be70, size=8240): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-20 |
sceDmacMemcpy(dest=08e28300, src=08e36300, size=8896): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-20 |
WriteToHardware: Invalid address bf2fcf6d near PC 08000000 LR 08000000 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-17 |
sceDmacMemcpy(dest=08e2be00, src=08e3aa00, size=8304): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-05-17 |
sceDmacMemcpy(dest=09be6920, src=09bdf600, size=19888): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.11.2 |
2024-05-15 |
ReadFromHardware: Invalid address d8090f5c near PC d8090f5c LR 08a778e4 |
SOCOM: Fireteam Bravo 3 |
v1.8.0 |
2024-04-30 |
sceDmacMemcpy(dest=040ffc30, src=0862aa50, size=16384): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17 |
2024-04-26 |
Error in shader compilation: info: Compile failed.
reinterpret
#version 310 es
// Driver: PowerVR Rogue GX6250 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 0x5u) | (uint(val.b * 31.99) << 0xAu);
if (val.a >= 0.5) color |= 0x8000U;
return color;
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 0x8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 0x8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
uniform float z_scale;
uniform float z_scale_inv;
uniform float z_offset;
out vec4 fragColor0;
void main() {
vec4 valLeft = texture(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
fragColor0 = outColor;
}
|
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2024-04-24 |
sceDmacMemcpy(dest=08e2c5a0, src=08e3a5a0, size=8768): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-04-22 |
sceDmacMemcpy(dest=04119f10, src=098ad510, size=609792): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17 |
2024-04-09 |
WriteToHardware: Invalid address 000005e0 near PC 08b893b4 LR 08b85af8 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2024-04-02 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-04-01 |
ReadFromHardware: Invalid address 7465671b near PC 7465671b LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2024-03-25 |
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 r6p2-01rel0 [Revision 96995].
01f15551:00000b39 HWX C T N LM Tex 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
// 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 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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(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;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= dista |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-02-07 |
MIPSCompileOp: Invalid instruction 4ff40002 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-02-07 |
MIPSCompileOp: Invalid instruction 0000005f |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-02-07 |
MIPSCompileOp: Invalid instruction 00210001 |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-02-01 |
sceDmacMemcpy(dest=04088000, src=092875c0, size=557056): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.17 |
2024-01-31 |
sceDmacMemcpy(dest=087711f0, src=09a167b0, size=8288): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-24 |
sceDmacMemcpy(dest=08e2be00, src=08e3b200, size=9024): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-01-23 |
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].
01710551:00000b3d HWX C T N LM Fog 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 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;
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_tex |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-01-23 |
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].
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_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_matspecular.rgb * ldot ;
}
lightSum0 |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-01-23 |
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].
01f15551:00000b3d 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 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 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;
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 * li |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-01-23 |
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].
05f35155:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 WScale 2 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 mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
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_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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_light |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2024-01-23 |
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].
01f35515:00000b3d HWX C T N LM Fog 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 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;
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_li |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-20 |
ReadFromHardware: Invalid address 6f706f74 near PC 6f706f74 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-20 |
ReadFromHardware: Invalid address bbe5bb3e near PC bbe5bb3e LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-20 |
ReadFromHardware: Invalid address 00000008 near PC 00000008 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2024-01-16 |
sceDmacMemcpy(dest=09d1dc20, src=09881e20, size=249760): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.3-1264-gf8c219b7f |
2024-01-11 |
Failed to read valid video stream data from header |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-04 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2024-01-04 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2024-01-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2024-01-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2024-01-01 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2024-01-01 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2023-12-18 |
sceDmacMemcpy(dest=0410df10, src=08638950, size=16384): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
MIPSCompileOp: Invalid instruction 0006e3e8 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Branch in RSRTComp delay slot at 08cdea34 in block starting at 08cde8a8 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 06628160 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 0337aa30 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
MIPSCompileOp: Invalid instruction 000003de |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 066291a0 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 068a5ac0 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 06629140 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 06614da0 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 066290e0 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
Jump to invalid address: 06650c40 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-12-16 |
sceDmacMemcpy(dest=04122760, src=098b1060, size=608416): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2023-12-14 |
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].
01f35551:00000b1d 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:3
#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 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 * 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 ;
}
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 * 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 - 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) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*d |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2023-12-14 |
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 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2023-12-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2023-12-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.16.6 |
2023-12-03 |
WriteToHardware: Invalid address 000001f0 near PC 08b81348 LR 08b7a174 |
SOCOM: Fireteam Bravo 3 |
v1.17.1 |
2024-07-05 |
sceDmacMemcpy(dest=08f3d760, src=08f376a0, size=15168): overlapping read |