Recent logs - Gran Turismo®

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Gran Turismo® v1.12.3 2024-02-04 1 Bottom-right corner of source of block transfer is at an invalid address: 0480fdd0
Gran Turismo® v1.17.1 2024-11-19 3 00000400=sceGeEdramSetAddrTranslation(00000400)
Gran Turismo® v1.16.6 2024-01-25 1 MFIC instruction hit (70020024) at 088b63a8
Gran Turismo® v1.9.4 2024-01-23 2 Error in shader compilation: info: Compile failed. ERROR: Unexpected end of source found 1 compilation errors. No code generated. postshader
Gran Turismo® v1.18.1 2025-01-26 31 sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007
Gran Turismo® v1.16.6 2023-11-30 29 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Gran Turismo® v1.14.4 2023-11-30 4 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
Gran Turismo® v1.14.4 2023-11-30 6 80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first
Gran Turismo® v1.11.3 2023-11-26 2 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { highp vec4 param = A; highp vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { highp vec4 param = a; highp vec4 param_1 = b; highp vec4 param_2 = a; highp vec4 param_3 = c; highp vec4 param_4 = d; highp vec4 param_5 = e; highp vec4 param_6 = d; highp vec4 param_7 = f; highp vec4 param_8 = g; highp vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375,
Gran Turismo® v1.16.6 2023-10-21 1 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Gran Turismo® v1.16.1 2023-10-19 1 WriteToHardware: Invalid address 00000005 near PC 08a5b384 LR 08a5b50c
Gran Turismo® v1.10.3-258-g61fa4453d 2023-10-07 1 __KernelStopThread: thread 289 does not exist
Gran Turismo® v1.15.4 2023-09-27 1 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:803a0328 HWX C N UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:803a0328 HWX C N UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnorm
Gran Turismo® v1.15.4 2023-09-27 1 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@39' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 4 compilation warnings. 01000000:80000928 HWX C T Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecula
Gran Turismo® v1.15.4 2023-09-27 1 Error in shader compilation: info: Compile failed. WARNING: 0:61: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:85: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:101: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000128 HWX C Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) *
Gran Turismo® v1.15.4 2023-09-10 1 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Gran Turismo® v1.15.4 2023-09-10 35 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/UCUS98632-GAMEINST/CONTENTS.DAT, 09a7b2d0, 00000002)
Gran Turismo® v1.10.3 2024-05-18 4 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Gran Turismo® v1.10.3 2024-05-18 2 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Gran Turismo® v1.17.1 2025-03-04 48 Normal projection mapping without normal?
Gran Turismo® v1.12.3 2023-08-02 1 Decoding texture from VRAM mirror at 04288000 swizzle=0
Gran Turismo® v1.14.4 2023-07-22 1 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:92: 'function_call_constructor@float_float@113' : used without being initialised WARNING: 0:97: 'function_call_constructor@vec3_vec3@117' : used without being initialised WARNING: 4 compilation warnings. 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = c
Gran Turismo® v1.14.4 2023-07-22 1 Error in shader compilation: info: Compile failed. WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000128 HWX C Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: 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; } break; defaul
Gran Turismo® v1.18.1 2025-02-08 5 MIPSCompileOp: Invalid instruction 00000005
Gran Turismo® v1.9.4 2023-06-28 1 WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 089baec8
Gran Turismo® v1.9.4 2023-06-26 1 WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 08a75a28
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0xfc0bc8db
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0xa01443aa
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x75dacb57
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x66c64821
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x58251346
Gran Turismo® v1.10.3 2023-06-10 1 Unknown syscall in known module 'sceNpService': 0x4e851b10
Gran Turismo® v1.6.3 2023-05-21 1 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Gran Turismo® v1.6.3 2023-05-21 1 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); }
Gran Turismo® v1.6.3 2023-05-21 1 Error in shader program link: info: Vertex info ----------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later Fragment info ------------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Gran Turismo® v1.18.1 2025-02-24 3 UNTESTED sceNetAdhocPollSocket(09d4ad20, 3, 0, 1) at 08b46d80
Gran Turismo® v1.14.4 2023-05-08 1 MIPSCompileOp: Invalid instruction 423c5d0a
Gran Turismo® v1.15.4 2023-06-28 6 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Gran Turismo® v1.14.4 2023-04-16 1 Ignoring possible texturing from framebuffer at 04154000 +3584x114 / 480x272
Gran Turismo® v1.14.4 2023-04-13 1 MIPSCompileOp: Invalid instruction 44fd1b60
Gran Turismo® v1.14.4 2023-04-13 1 MIPSCompileOp: Invalid instruction b6bec230
Gran Turismo® v1.14.4 2023-04-28 2 Ignoring possible texturing from framebuffer at 04154000 +1216x143 / 480x272
Gran Turismo® v1.14.2 2023-03-06 1 Ignoring possible texturing from framebuffer at 04154000 +3840x167 / 480x272
Gran Turismo® v1.13.2 2023-03-04 1 Unknown GetPointerWrite 00000000 PC 088287e8 LR 088287f0
Gran Turismo® v1.12.3 2023-03-01 8 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
Gran Turismo® v1.14.4 2023-02-21 1 Ignoring possible texturing from framebuffer at 04154000 +512x95 / 480x272
Gran Turismo® v1.14.4 2023-02-13 1 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 410 #extension GL_ARB_shader_stencil_export : require // Driver: AMD Radeon HD 6300 series Graphics - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
Gran Turismo® v1.14.4 2023-04-14 3 Ignoring possible texturing from framebuffer at 04154000 +2304x148 / 480x272
Gran Turismo® v1.14.4 2023-02-11 2 Ignoring possible texturing from framebuffer at 04154000 +3584x151 / 480x272
Gran Turismo® v1.14.4 2023-01-29 2 Ignoring possible texturing from framebuffer at 04154000 +1664x70 / 480x272
Gran Turismo® v1.14.4 2023-01-19 1 Ignoring possible texturing from framebuffer at 04154000 +1280x156 / 480x272
Gran Turismo® v1.14.4 2023-05-11 4 Ignoring possible texturing from framebuffer at 04154000 +512x167 / 480x272
Gran Turismo® v1.14.4 2023-04-26 2 Ignoring possible texturing from framebuffer at 04154000 +1024x111 / 480x272
Gran Turismo® v1.17.1-16-gf5450e40e 2025-10-08 16 Failed to read valid video stream data from header
Gran Turismo® v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 04154000 +3840x150 / 480x272
Gran Turismo® v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 04154000 +768x155 / 480x272
Gran Turismo® v1.14.4 2023-04-06 7 Ignoring possible texturing from framebuffer at 04154000 +2560x167 / 480x272
Gran Turismo® v1.14.4 2023-01-09 1 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-04-01 4 Ignoring possible texturing from framebuffer at 04154000 +3328x139 / 480x272
Gran Turismo® v1.9.3-80-g73bf6098e 2023-01-05 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Gran Turismo® v1.9.3-80-g73bf6098e 2023-01-05 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Gran Turismo® v1.14.1 2022-12-31 1 Ignoring possible texturing from framebuffer at 04154000 +1792x139 / 480x272
Gran Turismo® v1.14 2022-12-23 2 MIPSCompileOp: Invalid instruction 0000003c
Gran Turismo® v1.14 2022-12-23 1 MIPSCompileOp: Invalid instruction 41f80e55
Gran Turismo® v1.14 2022-12-23 1 MIPSCompileOp: Invalid instruction 438c67fe
Gran Turismo® v1.18.1 2024-12-01 2 MIPSCompileOp: Invalid instruction 00002328
Gran Turismo® v1.14 2022-12-23 1 Trying to compile instruction 426a8360 that can't be interpreted
Gran Turismo® v1.14 2022-12-23 1 MIPSCompileOp: Invalid instruction 403853b1
Gran Turismo® v1.17.1 2025-02-07 3 Jump to invalid address: 0745de40 PC 09d178d0 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 3 Jump to invalid address: 0330a120 PC 09d178c8 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 3 Jump to invalid address: 0745de40 PC 09d178c4 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 3 Jump to invalid address: 0330a120 PC 09d178bc LR 08915058
Gran Turismo® v1.17.1 2025-02-07 4 Jump to invalid address: 0745de40 PC 09d178b8 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 4 Jump to invalid address: 0330a120 PC 09d178b0 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 5 Jump to invalid address: 0745de40 PC 09d178ac LR 08915058
Gran Turismo® v1.17.1 2025-02-07 5 Jump to invalid address: 0330a120 PC 09d178a4 LR 08915058
Gran Turismo® v1.17.1 2025-02-07 5 Jump to invalid address: 0745de40 PC 09d1789c LR 08915058
Gran Turismo® v1.17.1 2025-02-07 5 Jump to invalid address: 0330a1e0 PC 09d17894 LR 08915058
Gran Turismo® v1.14.4 2023-06-19 8 Ignoring possible texturing from framebuffer at 04154000 +1024x84 / 480x272
Gran Turismo® v1.13.2 2022-12-13 1 MFIC instruction hit (70020024) at 08992870
Gran Turismo® v1.13.2 2022-12-13 2 MFIC instruction hit (70020024) at 088ba5dc
Gran Turismo® v1.15.4 2026-09-09 3 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08bf5b08, 4, 00000000, 0)
Gran Turismo® v1.13.2 2022-11-21 1 80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data
Gran Turismo® v1.17.1 2024-10-13 41 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Gran Turismo® v1.17.1 2024-10-13 42 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Gran Turismo® v1.13.2 2022-11-18 1 80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data
Gran Turismo® v1.13.2 2022-11-18 1 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
Gran Turismo® v1.13.2 2022-11-21 2 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
Gran Turismo® v1.13.2 2022-11-18 1 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
Gran Turismo® v1.13.2 2022-11-18 1 80630007=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 3 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 4 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 8 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
Gran Turismo® v1.13.2 2022-11-21 2 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 3 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 8 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-01-09 7 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data

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