Recent logs - SOCOM: Fireteam Bravo 3

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 06633a20
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 0337af40
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MIPSCompileOp: Invalid instruction 0000baff
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 068b0340
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MIPSCompileOp: Invalid instruction 00000005
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 066339c0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 0337a6d0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 0661f620
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MIPSCompileOp: Invalid instruction 001d0005
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 06633960
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 Jump to invalid address: 0665b4c0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 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 r4p1-01rel0 [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 /= distanc
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MTIC instruction hit (735f6566) at 08c52d18
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MIPSCompileOp 69617277 failed
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 MIPSCompileOp: Invalid instruction 6e6c6165
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-19 sceDmacMemcpy(dest=08e2be00, src=08e3a200, size=8768): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-17 sceDmacMemcpy(dest=09d81c60, src=09911f30, size=249760): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3-21-g2bd00ef1b 2021-07-16 sceDmacMemcpy(dest=04192220, src=094e4370, size=10752): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-15 ReadFromHardware: Invalid address fba3f71e near PC fba3f71e LR 08a778e4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-14 Unknown GetPointer 00000000 PC 08a77a14 LR 08a77744
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-13 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a77a50
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-11 Branch in RSRTComp delay slot at 08cde8f0 in block starting at 08cde8a8
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-11 Jump to invalid address: 0663ad20
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-11 MIPSCompileOp: Invalid instruction 0000dfe9
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-11 MIPSCompileOp: Invalid instruction 000080ff
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-11 Jump to invalid address: 06652fc0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-10 MIPSCompileOp: Invalid instruction 00000881
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 ReadFromHardware: Invalid address 0000001c near PC 08a9d6f0 LR 08a9d250
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 ReadFromHardware: Invalid address effe0700 near PC 08aca9c4 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 ReadFromHardware: Invalid address effe06f0 near PC 08aca9ac LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 WriteToHardware: Invalid address effe06f0 near PC 08aca990 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 WriteToHardware: Invalid address effe0700 near PC 08aca97c LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.10.3 2021-07-05 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]. 01f35551:00000b19 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: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 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 = (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*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-05 Unknown GetPointer 00000000 PC 08804590 LR 08804590
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-03 ReadFromHardware: Invalid address 0df6cf75 near PC 0df6cf75 LR 088eeb88
SOCOM: Fireteam Bravo 3 v1.10.3 2021-06-30 ReadFromHardware: Invalid address 2f548870 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.10.3 2021-06-30 WriteToHardware: Invalid address 2f548870 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.10.3 2021-06-30 WriteToHardware: Invalid address 2f548880 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-25 Unknown GetPointer 00000000 PC 08a77844 LR 0892a8b4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-23 sceDmacMemcpy(dest=08e2be00, src=08e3a200, size=8592): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-22 FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-22 FBO created from existing depthbuffer as color, 04198000/00000000 and 04110000/04198000
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-22 FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000
SOCOM: Fireteam Bravo 3 v1.10.3 2021-06-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 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 r4p1-01rel0 [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; 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_ligh
SOCOM: Fireteam Bravo 3 v1.11.3 2021-07-22 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 r4p1-01rel0 [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; 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 - 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 + diffuse); toLight = u_lightpos3 - worldpos; distance = length(
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-21 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 r4p1-01rel0 [Revision 96995]. 01f35551:00000b39 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: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 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 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 * 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);
SOCOM: Fireteam Bravo 3 v1.10.2 2021-06-16 sceDmacMemcpy(dest=08745410, src=09932b80, size=11136): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-11 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8992): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.2 2021-06-10 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-08 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-08 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-08 Crazy varData address 01011006, skipping rest of module
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-08 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.9.4 2021-06-03 sceDmacMemcpy(dest=040cc000, src=08f31380, size=140320): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-02 MIPSCompileOp: Invalid instruction 00003aff
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-02 Jump to invalid address: 0686f2c0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-02 MIPSCompileOp: Invalid instruction 00000968
SOCOM: Fireteam Bravo 3 v1.11.3 2021-06-02 Branch in Jump delay slot at 0892a8ac in block starting at 0892a8a4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=08800000, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-31 Jump to invalid address: 06663f20
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-31 MIPSCompileOp: Invalid instruction 0002e17c
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-31 Jump to invalid address: 06678260
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-31 Jump to invalid address: 0669fdc0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-30 Jump to invalid address: 0662e7e0
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-30 MIPSCompileOp: Invalid instruction 00154a94
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-30 Jump to invalid address: 06642b20
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-30 Jump to invalid address: 0666a680
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-29 ReadFromHardware: Invalid address efbe8480 near PC 08aca9c4 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-29 ReadFromHardware: Invalid address efbe8470 near PC 08aca9ac LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-29 WriteToHardware: Invalid address efbe8470 near PC 08aca990 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-29 WriteToHardware: Invalid address efbe8480 near PC 08aca97c LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-24 __KernelStopThread: thread 531 does not exist
SOCOM: Fireteam Bravo 3 v1.9.4 2021-05-24 sceDmacMemcpy(dest=09abc360, src=09ab5040, size=19888): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-20 sceDmacMemcpy(dest=095f8300, src=098aa830, size=20608): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.6.3-432-gfd6c3145d 2021-05-19 sceDmacMemcpy(dest=0411a760, src=086d56d0, size=16384): overlapping read
SOCOM: Fireteam Bravo 3 v1.4-56-gb1a530b 2021-05-17 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8448): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.2 2021-05-17 sceDmacMemcpy(dest=08766e20, src=0999ea30, size=12848): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3 2021-05-16 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-14 sceDmacMemcpy(dest=0410df10, src=08644be0, size=16384): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-10 sceDmacMemcpy(dest=08e2be00, src=08e3a200, size=8672): overlapping read
SOCOM: Fireteam Bravo 3 v1.6.3 2021-05-08 sceDmacMemcpy(dest=09d81c60, src=099143d0, size=249760): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-06 sceDmacMemcpy(dest=09d81c60, src=0990eef0, size=249760): overlapping read
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-05 80630006=sceAtracSetDataAndGetID(09d0ddc0, 00014000): invalid RIFF header
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-05 80630006=sceAtracSetDataAndGetID(09d21e80, 00014000): invalid RIFF header
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-04 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.11.3 2021-05-04 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 676e6973
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 00000072
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 6f466573
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 75615067
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 00000065
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 67617373
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 654d6564
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 456f5474
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 756f6241
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 3a6d6973
SOCOM: Fireteam Bravo 3 v1.11.3 2021-04-21 Invalid address for syscall stub sceNp 41200000