Recent logs - RESISTANCE® ~報復の刻~

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Game title Version Latest Report Message
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-25 ReadFromHardware: Invalid address 000002b0 near PC 08ca19b8 LR 08ca2750
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-25 Unknown GetPointer 0d1d1f78 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-25 WriteToHardware: Invalid address 00000010 near PC 088cbd54 LR 088cc770
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-27 BREAK instruction hit
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-24 Unknown GetPointer 0221d565 PC 08d0e700 LR 08d0f28c
RESISTANCE® ~報復の刻~ v1.7.4 2020-03-23 ReadFromHardware: Invalid address 38f1d510 near PC 08ca275c LR 08ca275c
RESISTANCE® ~報復の刻~ v1.7.4 2020-03-23 Unknown GetPointer 26171f58 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.7.4 2020-03-23 ReadFromHardware: Invalid address 26171f58 near PC 08ca31e0 LR 08ca1a84
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-23 Unknown GE command : 03141414
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-22 Vertices without position found: (01024a4d) P: s8 N: s16 C: ? T: u8 W: u8 (2x) I: u8 (size: 10)
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Bad vertex address 00efffff!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Bad vertex address 00df3000!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Bad bounding box data: c61000
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Unknown GE command : 111107fe
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Bad vertex address 007bfffc!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-21 Bad vertex address 01322232!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-20 BJUMP to illegal address 00080060 - ignoring! data=080060
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-18 Unknown GE command : 11102d4c
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-16 Bad vertex address 0206c4fd!
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-16 Bad vertex address 0202bffd!
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-16 Unknown GE command : 0d1a497b
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-16 Bad vertex address 0201bdfd!
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-03-16 Bad vertex address 0203c0fd!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-12 Unknown GE command : fe500000
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-12 Bad bounding box data: 043469
RESISTANCE® ~報復の刻~ v1.9.3-285-ge7ddc94fb 2020-03-12 Unknown GE command : 11487efd
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 BJUMP to illegal address 00f50000 - ignoring! data=f50003
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 Unknown GE command : 39fe010d
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 Bad vertex address 03310f35!
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 Vertices without position found: (0322e02f) P: s8 N: s8 C: ? T: f (size: 8)
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 Bad vertex address 0d2433c0!
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-11 Bad vertex address 0f0030ff!
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-09 Vertices without position found: (0200003d) P: s8 N: s8 C: 8888 T: u8 (size: 16)
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-09 Vertices without position found: (02a0000b) P: s8 C: ? T: f (through) (size: 4)
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-09 Vertices without position found: (02400017) P: s8 C: 5551 T: f (size: 16)
RESISTANCE® ~報復の刻~ v1.8.0 2020-03-08 Unknown GE command : 29293543
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-06 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 r8p0-01rel0 [Revision 96995]. 01f15559:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:2 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 mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * 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 * 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
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-06 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 r8p0-01rel0 [Revision 96995]. 01710951:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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; 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; lowp float angle; 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); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } 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) * lightS
RESISTANCE® ~報復の刻~ v1.9.3 2020-03-01 Bad bounding box data: 2432fd
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-01 Unknown GE command : 34840400
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-26 Unknown GE command : efd70000
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-24 ReadFromHardware: Invalid address fa04bb02 near PC fa04bb02 LR 08aaf37c
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-24 ReadFromHardware: Invalid address 00be00bf near PC 00be00bf LR 08b48ba8
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-23 Unknown GE command : 39d3f7de
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-23 Bad bounding box data: fc109f
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-23 Could not setup streams, unexpected stream count: 57697
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-23 Unexpected mpeg first timestamp: 1000004432 / 68719494194
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-22 Vertices without position found: (00453223) P: s8 N: s8 T: f W: u8 (5x) I: u16 Morph: 2 (size: 48)
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-22 VTYPE with morph used: THRU=0 TC=3 COL=0 POS=0 NRM=1 WT=1 NW=5 IDX=2 MC=2
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-15 Bad bounding box data: 01243a
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-14 Unknown GE command : fcbcc900
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-14 Render to texture with different strides 512 != 704
RESISTANCE® ~報復の刻~ v1.9.4 2020-03-22 BlockTransfer: Bad source transfer address 00b26670!
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-14 Bad bounding box data: 60a112
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-11 Unknown GE command : 03161616
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-11 CALL to illegal address 0a585354 - ignoring! data=585355
RESISTANCE® ~報復の刻~ v1.6.3 2020-02-10 Unknown GE command : 397f7f7f
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Unknown GE command : 294a00ff
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0140003f) P: s8 N: s8 C: 8888 T: f (size: 20)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0160004e) P: s8 N: s16 C: ? T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0160001e) P: s8 C: 8888 T: u16 (size: 12)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0160004f) P: s8 N: s16 C: ? T: f (size: 12)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0120000a) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0120007c) P: s8 N: f C: 8888 (size: 20)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01a00008) P: s8 C: ? (through) (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200016) P: s8 C: 5551 T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01c00003) P: s8 T: f (through) (size: 12)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200060) P: s8 N: f (size: 16)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01040009) P: s8 C: ? T: u8 Morph: 2 (size: 6)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01000004) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01000029) P: s8 N: s8 C: ? T: u8 (size: 6)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200012) P: s8 C: 565 T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01640006) P: s8 C: ? T: u16 Morph: 2 (size: 8)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01060008) P: s8 C: ? Morph: 2 (size: 6)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01040019) P: s8 C: 4444 T: u8 Morph: 2 (size: 16)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200005) P: s8 C: ? T: u8 (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0100000c) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0140000d) P: s8 C: ? T: u8 (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200004) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0140000b) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01200007) P: s8 C: ? T: f (size: 4)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01400008) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01000009) P: s8 C: ? T: u8 (size: 3)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01400019) P: s8 C: 4444 T: u8 (size: 8)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01e0000e) P: s8 C: ? T: u16 (through) (size: 4)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (01060007) P: s8 C: ? T: f Morph: 2 (size: 8)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Vertices without position found: (0100002e) P: s8 N: s8 C: ? T: u16 (size: 6)
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Unknown GE command : 03044289
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-10 Bad bounding box data: 032954
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-09 Branch in Jump delay slot at 08edcdf4 in block starting at 08ed1d98
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Could not setup streams, unexpected stream count: 29172
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Unexpected mpeg first timestamp: 10000004e2 / 68719477986
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Could not setup streams, unexpected stream count: 33043
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Unknown GE command : fe123533
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Bad bounding box data: 980176
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Unknown GE command : 34fd000e
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-09 Bad vertex address 0a043a90!
RESISTANCE® ~報復の刻~ v1.9.4 2020-02-07 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]. 01710951:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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; 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; lowp float angle; 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); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } 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) * lightScal
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-05 Bad bounding box data: 54bebd
RESISTANCE® ~報復の刻~ v1.6.3-492-g9fddfff66 2020-02-05 Render to texture with different strides 512 != 208