Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.9.4 2019-11-13 Unknown GE command : d17a5056
Resistance: Retribution™ v1.8.0 2019-11-12 Unknown GetPointer 0018ed78 PC 08b530b8 LR 08cd6754
Resistance: Retribution™ v1.8.0 2019-11-12 Unknown GetPointer f81dede8 PC 08b530b8 LR 08cd6754
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 3c000120 near PC 0891276c LR 0891276c
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 3c000124 near PC 0891276c LR 0891276c
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 3d000120 near PC 0891276c LR 0891276c
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 3d000124 near PC 0891276c LR 0891276c
Resistance: Retribution™ v1.9.3 2019-11-10 Unexpected mpeg first timestamp: 1000007466 / 68719506534
Resistance: Retribution™ v1.9.3 2019-11-10 Unexpected mpeg first timestamp: 100000a4e4 / 68719518948
Resistance: Retribution™ v1.9.3 2019-11-10 Unexpected mpeg first timestamp: 1000006433 / 68719502387
Resistance: Retribution™ v1.9.3 2019-11-10 Unknown GE command : 03111111
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 25f9ccec near PC 08b34418 LR 08ca1ae4
Resistance: Retribution™ v1.9.3 2019-11-10 WriteToHardware: Invalid address 3d00000c near PC 08b34418 LR 08ca2aac
Resistance: Retribution™ v1.9.3 2019-11-10 Unexpected mpeg first timestamp: 94712094b49 / 10200849926985
Resistance: Retribution™ v1.9.3 2019-11-10 ReadFromHardware: Invalid address 3d3f800c near PC 08cda340 LR 08cda3a8
Resistance: Retribution™ v1.9.4 2019-11-09 Unknown GE command : 35fd010d
Resistance: Retribution™ v1.9.4 2019-11-08 Bad vertex address 02106a98!
Resistance: Retribution™ v1.9.4 2019-11-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f15559:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:2 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ld
Resistance: Retribution™ v1.9.4 2019-11-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01710951:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScal
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 001a1a1a!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 00111111!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 000f0f0f!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 00141414!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 001b1b1b!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 000c0c0c!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 00181818!
Resistance: Retribution™ v1.8.0 2019-11-06 Bad vertex address 00101010!
Resistance: Retribution™ v1.9.3 2019-11-06 WriteToHardware: Invalid address 3d000010 near PC 08c4e76c LR 08d60748
Resistance: Retribution™ v1.9.3 2019-11-06 WriteToHardware: Invalid address 3d000008 near PC 08c4ddd8 LR 08c4de3c
Resistance: Retribution™ v1.9.3 2019-11-06 Could not setup streams, unexpected stream count: 16659
Resistance: Retribution™ v1.9.3 2019-11-06 ReadFromHardware: Invalid address 38f6b160 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.9.3 2019-11-06 Unknown GetPointer f8f6a938 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.9.3 2019-11-06 ReadFromHardware: Invalid address 38f6a93c near PC 08be51dc LR 08ca2aac
Resistance: Retribution™ v1.9.3 2019-11-06 Unknown GE command : fd504cfd
Resistance: Retribution™ v1.9.3 2019-11-02 Unknown GE command : 03202020
Resistance: Retribution™ v1.9.3 2019-11-02 CALL to illegal address 01742b18 - ignoring! data=747474
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b354
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b370
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b35c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b350
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b380
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b3a4
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b37c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b388
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b39c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b360
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b340
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b3a8
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b3bc
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b3b4
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b3a0
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b374
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b36c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b358
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b364
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b34c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b33c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b348
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b330
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b344
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b334
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b338
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b32c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b328
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b324
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b320
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b31c
Resistance: Retribution™ v1.9.4 2019-11-02 Jump to invalid address: 0cf7b318
Resistance: Retribution™ v1.9.4 2019-11-02 MIPSCompileOp: Invalid instruction ef200000
Resistance: Retribution™ v1.9.4 2019-11-02 MIPSCompileOp: Invalid instruction 01afd5bf
Resistance: Retribution™ v1.9.4 2019-11-02 MIPSCompileOp: Invalid instruction 4fd00000
Resistance: Retribution™ v1.9.4 2019-11-02 MIPSCompileOp: Invalid instruction 0009bbbb
Resistance: Retribution™ v1.9.4 2019-11-02 MIPSCompileOp: Invalid instruction 000000be
Resistance: Retribution™ v1.9.4 2019-11-01 Unknown GE command : 39da0000
Resistance: Retribution™ v1.9.4 2019-10-28 Unknown GE command : 392f2052
Resistance: Retribution™ v1.9.4 2019-10-28 Could not setup streams, unexpected stream count: 446
Resistance: Retribution™ v1.9.4 2019-10-28 Could not setup streams, unexpected stream count: 8679
Resistance: Retribution™ v1.9.4 2019-10-25 BJUMP to illegal address 01744114 - ignoring! data=747474
Resistance: Retribution™ v1.9.4 2019-11-02 Vertices without position found: (01747474) P: s8 N: f C: 5551 W: u16 (2x) I: u16 Morph: 6 (size: 144)
Resistance: Retribution™ v1.9.4 2019-10-25 Vertices without position found: (0301003a) P: s8 N: s8 C: 4444 T: u16 (size: 12)
Resistance: Retribution™ v1.9.4 2019-10-25 Bad bounding box data: 011001
Resistance: Retribution™ v1.9.4 2019-10-25 Unknown GE command : 350760a5
Resistance: Retribution™ v1.8.0 2019-10-21 ReadFromHardware: Invalid address 00000080 near PC 089bcf48 LR 08b9b500
Resistance: Retribution™ v1.8.0 2019-10-21 ReadFromHardware: Invalid address 3f800010 near PC 08b556a0 LR 08b556a0
Resistance: Retribution™ v1.8.0 2019-10-21 ReadFromHardware: Invalid address 26b8d7e8 near PC 08c3899c LR 08ca1a84
Resistance: Retribution™ v1.8.0 2019-10-21 WriteToHardware: Invalid address 3d00000c near PC 08c3899c LR 08ca2aac
Resistance: Retribution™ v1.8.0 2019-10-21 Unknown GetPointer 26b8d7e8 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.8.0 2019-10-21 CALL to illegal address 0efdf930 - ignoring! data=c79e30
Resistance: Retribution™ v1.9.4 2019-10-20 Unknown GE command : fd554df5
Resistance: Retribution™ v1.9.4 2019-10-19 Unknown GetPointer 26394ce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.9.4 2019-10-19 Unknown GE command : 03023978
Resistance: Retribution™ v1.9.3 2019-10-18 Unknown GE command : 29564b4d
Resistance: Retribution™ v1.9.3 2019-10-16 Bad vertex address 00fe01fc!
Resistance: Retribution™ v1.6 2019-10-14 Unknown GE command : 59283442
Resistance: Retribution™ v1.8.0 2019-10-12 Unknown GE command : 4e1f2833
Resistance: Retribution™ v1.9.3 2019-10-09 Unknown GE command : 5a2f3d4d
Resistance: Retribution™ v1.8.0 2019-10-09 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 r6p0-00dev0 [Revision 96995]. 01f15555:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(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 +
Resistance: Retribution™ v1.8.0 2019-10-09 Unknown GE command : fc676667
Resistance: Retribution™ v1.8.0 2019-10-07 Bad vertex address 0f21ce11!
Resistance: Retribution™ v1.8.0 2019-10-07 Bad vertex address 0f14002f!