Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.11.3 2021-07-26 Unexpected mpeg first timestamp: 100000c47b / 68719527035
Resistance: Retribution™ v1.11.3 2021-07-25 Unknown GetPointer 0671cce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.10.3 2021-07-25 Could not setup streams, unexpected stream count: 178
Resistance: Retribution™ v1.11.3 2021-07-25 __KernelStopThread: thread 427 does not exist
Resistance: Retribution™ v1.11.3 2021-07-25 MIPSCompileOp: Invalid instruction 04044000
Resistance: Retribution™ v1.11.3 2021-07-25 MIPSCompileOp: Invalid instruction 0000019f
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03a71580
Resistance: Retribution™ v1.10.3 2021-07-25 Bad bounding box data: 0f354d
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3ec in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 0395b010
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3e8 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 0382efe0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3e4 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 039470a0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3e0 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03eff790
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3dc in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f08ee0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3d8 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03eff640
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3d4 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03137760
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3d0 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 031378f0
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef0880
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3c4 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef0870
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3c0 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef2b20
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd3bc in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 MIPSCompileOp: Invalid instruction 7f800001
Resistance: Retribution™ v1.11.3 2021-07-25 MIPSCompileOp: Invalid instruction 00000014
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef35c0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd364 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd360 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef3280
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd35c in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03b00000
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd358 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd350 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 02d8c910
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd34c in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd348 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd344 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03800000
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd340 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 0310d4a0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd33c in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef27c0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd338 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef3050
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd32c in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef1d00
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd328 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03a8a1d0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd324 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03143de0
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd310 in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f02740
Resistance: Retribution™ v1.11.3 2021-07-25 Branch in Jump delay slot at 09ffd30c in block starting at 09ffd290
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f278d0
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f278c0
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f253c0
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03eecb70
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03eecb00
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03ef2800
Resistance: Retribution™ v1.11.3 2021-07-25 MIPSCompileOp: Invalid instruction 45689801
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f2e440
Resistance: Retribution™ v1.11.3 2021-07-25 Jump to invalid address: 03f2dcc0
Resistance: Retribution™ v1.11.3 2021-07-22 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Resistance: Retribution™ v1.11.3 2021-07-22 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Resistance: Retribution™ v1.11.3 2021-07-21 Unknown GetPointer 0e0bd378 PC 08b530b8 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-07-20 Unknown GetPointer 0e0bd338 PC 08b530b8 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-07-20 Bad bounding box data: 07366a
Resistance: Retribution™ v1.11.3 2021-07-20 Unknown GE command : 4ff60000
Resistance: Retribution™ v1.11.3 2021-07-20 Bad vertex address 00322232!
Resistance: Retribution™ v1.11.3 2021-07-20 Unknown GE command : fd1be200
Resistance: Retribution™ v1.11.3 2021-07-14 Unknown GetPointer 251b91f8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.7.5 2021-07-10 Unknown GE command : 11fdfdfd
Resistance: Retribution™ v1.10.3 2021-07-09 Could not setup streams, unexpected stream count: 41000
Resistance: Retribution™ v1.7.5 2021-07-07 Bad bounding box data: 0a3769
Resistance: Retribution™ v1.11.3 2021-07-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
Resistance: Retribution™ v1.11.3 2021-07-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
Resistance: Retribution™ v1.8.0 2021-07-03 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 r2p1_05rel0 [Revision 96995]. 01f05551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #version 100 precision highp float; 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_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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_l
Resistance: Retribution™ v1.8.0 2021-07-03 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 r2p1_05rel0 [Revision 96995]. 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; 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_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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 /
Resistance: Retribution™ v1.8.0 2021-07-03 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 r2p1_05rel0 [Revision 96995]. 01f05551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); li
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0229eb70
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d750
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d730
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d230
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d210
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 028004f0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d1f0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 028004d0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 028004b0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d1d0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d1b0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0219d0c0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 022b10e0
Resistance: Retribution™ v1.11.3 2021-07-01 Jump to invalid address: 0229d520