Recent logs - RESISTANCE® ~報復の刻~

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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)
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