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Game title |
Version |
Latest Report |
Message |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-22 |
Drawing region rate add non-zero: 021d, 0180 of 01df, 010f |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-22 |
Unknown GE command : 11e10fe0 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-21 |
Unknown GetPointerWrite 26579258 PC 08ca31e0 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-20 |
__KernelStopThread: thread 424 does not exist (ApctlThread deleted) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-20 |
__KernelStopThread: thread 424 does not exist (ApctlThread stopped) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-20 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-19 |
Could not setup streams, unexpected stream count: 32924 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2023-03-18 |
BlockTransfer: Bad source transfer address 2a957e70! |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
Unexpected mpeg first timestamp: 4c207968e72 / 5231397473906 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01700551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01f05551:00000b39 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 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b39 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 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toL |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01f05551:00000b31 HWX 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 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b31 HWX 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 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), wor |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01f15551:00000b31 HWX 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
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b31 HWX 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
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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)
|
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-15 |
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 r5p0-01rel0 [Revision 96995].
01710551:00000b31 HWX 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
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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 += |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-19 |
Unknown GetPointerWrite 261769c8 PC 08ca31e0 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GE command : 5a040b2e |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GetPointerWrite fffea838 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
ReadFromHardware: Invalid address 3ffea83c near PC 08be51dc LR 08ca2aac |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
ReadFromHardware: Invalid address 0536cd10 near PC 08ca275c LR 08ca275c |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GetPointerWrite ecffa938 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
ReadFromHardware: Invalid address 2cffa93c near PC 08be51dc LR 08ca2aac |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GE command : 520c1a36 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Bad bounding box data: 00c9da |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (12ba226f) P: ? N: f C: ? T: f W: u8 (1x) Morph: 7 (through) (size: 112) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Bad vertex address 0a688055! |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (06ba226f) P: ? N: f C: ? T: f W: u8 (1x) Morph: 7 (through) (size: 112) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unusual bezier/spline vtype: 12ba226f, morph: 6, bones: 1 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Bad vertex address 04f818ef! |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (07ba226f) P: ? N: f C: ? T: f W: u8 (1x) Morph: 7 (through) (size: 112) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Imm vertex used clip value, flags=58e000 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Block transfer invalid: 9c000000/0 -> b4000000/0, 1024x1024x2 (0,0)->(0,0) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0540003f) P: ? N: s8 C: 8888 T: f (size: 20) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0560004e) P: ? N: s16 C: ? T: u16 (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05600003) P: ? T: f (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0560001e) P: ? C: 8888 T: u16 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05240014) P: ? C: 5551 Morph: 2 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0560004f) P: ? N: s16 C: ? T: f (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0520000a) P: ? C: ? T: u16 (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0540000b) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05c00003) P: ? T: f (through) (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05000004) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0520007c) P: ? N: f C: 8888 (size: 20) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05200060) P: ? N: f (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05a00008) P: ? C: ? (through) (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05400064) P: ? N: f C: ? (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05400024) P: ? N: s8 C: ? (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05200016) P: ? C: 5551 T: u16 (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05200005) P: ? C: ? T: u8 (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (05040009) P: ? C: ? T: u8 Morph: 2 (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Drawing region rate add non-zero: 0103, 0100 of 032a, 0013 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GE command : 59d7588b |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
ReadFromHardware: Invalid address 38f7b160 near PC 08ca275c LR 08ca275c |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unknown GetPointerWrite f8f7a938 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
ReadFromHardware: Invalid address 38f7a93c near PC 08be51dc LR 08ca2aac |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0400001a) P: ? C: 4444 T: u16 (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Unusual bezier/spline vtype: 1240ff9a, morph: 0, bones: 4 |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420025e) P: ? N: s16 C: 8888 T: u16 W: u8 (1x) (size: 24) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04800004) P: ? C: ? (through) (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04c60004) P: ? C: ? Morph: 2 (through) (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04a00047) P: ? N: s16 C: ? T: f (through) (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04200047) P: ? N: s16 C: ? T: f (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000006) P: ? C: ? T: u16 (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0400000b) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420001a) P: ? C: 4444 T: u16 (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0460001f) P: ? C: 8888 T: f (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420000f) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0460001b) P: ? C: 4444 T: f (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0440001d) P: ? C: 8888 T: u8 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04600008) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0400022d) P: ? N: s8 C: ? T: u8 W: u8 (1x) (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04600006) P: ? C: ? T: u16 (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420002a) P: ? N: s8 C: ? T: u16 (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0460000b) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420001d) P: ? C: 8888 T: u8 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04b2000e) P: ? C: ? T: u16 Morph: 5 (through) (size: 20) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04400044) P: ? N: s16 C: ? (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04c00016) P: ? C: 5551 T: u16 (through) (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04200004) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Bad vertex address 0dab0285! |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04200003) P: ? T: f (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0420002b) P: ? N: s8 C: ? T: f (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000018) P: ? C: 4444 (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000015) P: ? C: 5551 T: u8 (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000013) P: ? C: 565 T: f (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04400032) P: ? N: s8 C: 565 T: u16 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04600004) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000007) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04200007) P: ? C: ? T: f (size: 4) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04c00022) P: ? N: s8 T: u16 (through) (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0460002b) P: ? N: s8 C: ? T: f (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (0421003d) P: ? N: s8 C: 8888 T: u8 (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04600010) P: ? C: 565 (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04800011) P: ? C: 565 T: u8 (through) (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04f10004) P: ? C: ? Morph: 5 (through) (size: 15) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04000008) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04200008) P: ? C: ? (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04e40004) P: ? C: ? Morph: 2 (through) (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04c00012) P: ? C: 565 T: u16 (through) (size: 10) |
RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-12 |
Vertices without position found: (04c00003) P: ? T: f (through) (size: 12) |