Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.15 2023-06-09 ReadFromHardware: Invalid address 0000ce1e near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.15 2023-06-09 WriteToHardware: Invalid address 0000027c near PC 08a2f2c4 LR 0881bb1c
Resistance: Retribution™ v1.15.4 2023-06-07 Unknown GetPointerWrite 00000000 PC 08000020 LR 08000020
Resistance: Retribution™ v1.15.4 2023-06-07 Unknown GetPointer 00000000 PC 08000020 LR 08000020
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 5225303d
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 5a2e3c4c
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 5a38495c
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 591c252f
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 4f283442
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 4f25313e
Resistance: Retribution™ v1.11.3 2023-06-05 Unknown GE command : 522c3949
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665334 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in RSZeroComp delay slot at 04665330 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 018c3294
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 0466532c in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665328 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 02943294
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665324 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 02102190
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 010c218c
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665314 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 018c218c
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 018c2190
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665304 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Branch in Jump delay slot at 04665300 in block starting at 04665300
Resistance: Retribution™ v1.11.3 2023-06-04 Jump to invalid address: 02143214
Resistance: Retribution™ v1.14.4 2023-06-01 Unknown GetPointerWrite 92010203 PC 08ca2724 LR 08ca2734
Resistance: Retribution™ v1.14.4 2023-06-01 Ignoring possible texturing from framebuffer at 041d3d30 +1632x38 / 480x272
Resistance: Retribution™ v1.15.4 2023-06-01 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 r10p0-00rel0 [Revision 96995]. 01f15551:00000b21 HWX T N LM 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-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f15551:00000b21 HWX T N LM 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot =
Resistance: Retribution™ v1.15.4 2023-05-31 MIPSCompileOp: Invalid instruction 00010001
Resistance: Retribution™ v1.15.4 2023-06-01 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 r10p0-00rel0 [Revision 96995]. 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b21 HWX T N LM 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u
Resistance: Retribution™ v1.15.3 2023-05-26 Unknown GetPointerWrite 1fffa938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.15.4 2023-05-25 Unknown GetPointerWrite 2617dc78 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.15.4 2023-05-23 Unknown GE command : 290b1936
Resistance: Retribution™ v1.12.3 2023-05-23 Unknown GetPointer 263f58f8 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.15.3 2023-05-14 Unknown GetPointerWrite 27f9cce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.15.3 2023-05-14 Unexpected mpeg first timestamp: d661a090000 / 14732174622720
Resistance: Retribution™ v1.15.3 2023-05-14 Unexpected mpeg first timestamp: ba210090000 / 12790681632768
Resistance: Retribution™ v1.15.3 2023-05-14 Could not setup streams, unexpected stream count: 49254
Resistance: Retribution™ v1.11.3 2023-05-12 ReadFromHardware: Invalid address 000196d7 near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.11.3 2023-05-12 ReadFromHardware: Invalid address 0001d214 near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.11.3 2023-05-12 WriteToHardware: Invalid address 3f800028 near PC 08b42348 LR 08b43670
Resistance: Retribution™ v1.11.3 2023-05-12 WriteToHardware: Invalid address 3f800038 near PC 08cd8b34 LR 08cd7c98
Resistance: Retribution™ v1.11.3 2023-05-12 WriteToHardware: Invalid address 0000027c near PC 08cd8b34 LR 08cd7c98
Resistance: Retribution™ v1.15.2 2023-05-11 Unknown GE command : fc00bf60
Resistance: Retribution™ v1.15.2 2023-05-08 Unexpected mpeg first timestamp: eb73 / 60275
Resistance: Retribution™ v1.11.3 2023-05-08 Bad bounding box data: 09151d
Resistance: Retribution™ v1.11.3 2023-05-08 WriteToHardware: Invalid address 3f800028 near PC 08ba943c LR 08ba943c
Resistance: Retribution™ v1.15.2 2023-05-07 Unknown GE command : 34b82312
Resistance: Retribution™ v1.15.2 2023-05-07 Unknown GetPointerWrite 0d1b7428 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.15.2 2023-05-07 Unknown GE command : 34030710
Resistance: Retribution™ v1.15.2 2023-05-06 Could not setup streams, unexpected stream count: 8541
Resistance: Retribution™ v1.14.4 2023-05-05 Unknown GetPointerWrite 21171eb8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-05-04 Unknown GetPointerWrite 0d1d0528 PC 08c98948 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-04-30 WriteToHardware: Invalid address 00000010 near PC 08c6eb7c LR 08c6f5e0
Resistance: Retribution™ v1.11.3 2023-04-30 ReadFromHardware: Invalid address 00000043 near PC 08d0a834 LR 08c721a8
Resistance: Retribution™ v1.14.4 2023-04-29 Unknown GetPointerWrite 0d05a938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-04-27 Could not setup streams, unexpected stream count: 33146
Resistance: Retribution™ v1.7.5 2023-04-20 Unknown GE command : b73d3d3d
Resistance: Retribution™ v1.14.4 2023-04-19 Imm vertex used fog
Resistance: Retribution™ v1.14.4 2023-04-16 WriteToHardware: Invalid address 00000024 near PC 08d09f10 LR 08c6d64c
Resistance: Retribution™ v1.14.4-1299-gcf1d8ec4b 2023-04-16 WriteToHardware: Invalid address 00000010 near PC 08c7b9f0 LR 08c7b9f0
Resistance: Retribution™ v1.11.3 2023-04-11 Unknown GE command : 39fe0a00
Resistance: Retribution™ v1.14.4 2023-04-10 Unknown GetPointerWrite 11ff5288 PC 08ca1a28 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-04-09 00000400=sceGeEdramSetAddrTranslation(00000400)
Resistance: Retribution™ v1.12.3 2023-04-08 ReadFromHardware: Invalid address 3c88a72e near PC 3c88a72e LR 3c88a72e
Resistance: Retribution™ v1.12.3 2023-04-08 WriteToHardware: Invalid address 3f800028 near PC 08c6f564 LR 08c7cd00
Resistance: Retribution™ v1.14.4 2023-04-04 Unexpected mpeg first timestamp: 100000446e / 68719494254
Resistance: Retribution™ v1.14.4 2023-04-03 Unknown GetPointerWrite ec007138 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-04-03 Unknown GE command : b7353535
Resistance: Retribution™ v1.13.1-362-g93d67fccf 2023-04-02 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551): [COLOR seq:138 C:040d4000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:136 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
Resistance: Retribution™ v1.13.1-362-g93d67fccf 2023-04-01 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551): [COLOR seq:900 C:040d4000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:898 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false]
Resistance: Retribution™ v1.14.4 2023-04-01 Unknown GetPointerWrite 26171e98 PC 08c7ebd4 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-03-30 Jump to invalid address: 03f2cd40
Resistance: Retribution™ v1.14.4 2023-03-30 Jump to invalid address: 03f2cbc0
Resistance: Retribution™ v1.14.4 2023-03-30 Unknown GetPointerWrite 25f9cce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-03-29 Unknown GetPointerWrite 1902cce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.13.2 2023-03-28 Jump to invalid address: 03f2c6c0 PC 08fcb25c LR 08c48928
Resistance: Retribution™ v1.13.2 2023-03-28 Jump to invalid address: 03f2bf40 PC 08fcb250 LR 08c48928
Resistance: Retribution™ v1.14.4 2023-03-26 Unknown GetPointerWrite 1901cce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-03-26 WriteToHardware: Invalid address 00000010 near PC 08c7b6fc LR 08b03998
Resistance: Retribution™ v1.14.4 2023-03-26 Truncating vertex count from 55278 to 21845
Resistance: Retribution™ v1.14.4 2023-03-26 Drawing region rate add non-zero: 01ae, 0273 of 0347, 0381
Resistance: Retribution™ v1.14 2023-03-23 __KernelStopThread: thread 447 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.14.4 2023-03-13 Unknown GetPointerWrite 263f2938 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.12.3 2023-03-05 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Resistance: Retribution™ v1.14.4 2023-03-04 Unknown GetPointerWrite 1ff9cce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.9.4 2023-02-26 Bad bounding box data: e20000
Resistance: Retribution™ v1.14.4 2023-02-26 Unknown GetPointerWrite 137e1eb8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-02-24 Unknown GetPointerWrite 25f9cce8 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.12 2023-02-24 Unknown GetPointer 0c1782b8 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.12 2023-02-24 D3D error in shader compilation: info: C:\Users\vic20\Documents\psp\[email protected](77,16-55): error X4505: maximum temp register index exceeded C:\Users\vic20\Documents\psp\[email protected](77,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec2 u_fogcoef : register(c18); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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; Out.v_color0 = clamp(lightSum0, 0.0, 1.0); Out.v_color1 = clamp(lightSum1, 0.0, 1.0); Out
Resistance: Retribution™ v1.14.4 2023-02-21 __KernelStopThread: thread 458 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.14.4 2023-02-21 __KernelStopThread: thread 458 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.14.4 2023-02-21 __KernelStopThread: thread 430 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.14.4 2023-02-21 Could not setup streams, unexpected stream count: 61871
Resistance: Retribution™ v1.14.4 2023-02-16 __KernelStopThread: thread 515 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.14.4 2023-02-16 __KernelStopThread: thread 515 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.15.2 2023-05-06 Unknown GetPointerWrite 191e7428 PC 08c9f994 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-02-12 Unknown GetPointerWrite 24ffa938 PC 08be51dc LR 08cd6754