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Game title |
Version |
Latest Report |
Message |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04e0000b) [04e0000b] P: ? C: ? T: f (through) (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04a0002a) [04a0002a] P: ? N: s8 C: ? T: u16 (through) (6b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (12000005) [12000005] P: ? C: ? T: u8 (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04000007) [04000007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (0480000b) [0480000b] P: ? C: ? T: f (through) (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04530056) [04530056] P: ? N: s16 C: 5551 T: u16 Morph: 5 (80b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04000005) [04000005] P: ? C: ? T: u8 (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (12400008) [12400008] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04240003) [04240003] P: ? T: f Morph: 2 (24b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (0400000d) [0400000d] P: ? C: ? T: u8 (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04200040) [04200040] P: ? N: s16 (10b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (12000007) [12000007] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04400008) [04400008] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (0400000a) [0400000a] P: ? C: ? T: u16 (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (1216985a) [1216985a] P: ? N: s16 C: 4444 T: u16 I: ? Morph: 6 (96b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (0420003b) [0420003b] P: ? N: s8 C: 4444 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (04e00024) [04e00024] P: ? N: s8 C: ? (through) (6b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (0440000b) [0440000b] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 03445211! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad bounding box data: 005113 |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 01110103! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (1240000b) [1240000b] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Imm vertex used clip value, flags=333000 |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 03706f7b! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 0c224e53! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 05336310! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 0644a707! |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Vertices without position found: (1220003b) [1220003b] P: ? N: s8 C: 4444 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
VTYPE with morph used: THRU=0 TC=2 COL=6 POS=0 NRM=2 WT=0 NW=3 IDX=3 MC=6 |
Resistance: Retribution™ |
v1.18.1 |
2025-02-09 |
Bad vertex address 024a6555! |
Resistance: Retribution™ |
v1.14.4 |
2025-02-08 |
Drawing region rate add non-zero: 0255, 048e of 01df, 010f |
Resistance: Retribution™ |
v1.14.4 |
2025-02-08 |
Unknown GE command : 34293b4b |
Resistance: Retribution™ |
v1.18.1 |
2025-02-07 |
Unknown GetPointerWrite 0a0ec018 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-02-02 |
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 r7p0-00rel0 [Revision 96995].
01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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))
// 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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)
|
Resistance: Retribution™ |
v1.18.1 |
2025-02-02 |
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 r7p0-00rel0 [Revision 96995].
01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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))
// 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
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_lightspecular2 * |
Resistance: Retribution™ |
v1.18.1 |
2025-02-02 |
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 r7p0-00rel0 [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 = do |
Resistance: Retribution™ |
v1.18.1 |
2025-02-02 |
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 r7p0-00rel0 [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_l |
Resistance: Retribution™ |
v1.18.1 |
2025-01-31 |
Unknown GetPointerWrite 19983320 PC 08d09d20 LR 08bfb8e4 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-30 |
Unknown GetPointerWrite 287c8498 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-29 |
Unknown GetPointer 00000000 PC 08d09c4c LR 0896a1f8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-29 |
Unknown GetPointerWrite 0dfaafd8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18 |
2025-01-25 |
Could not setup streams, unexpected stream count: 16712 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-25 |
Unexpected mpeg first timestamp: 10000064f1 / 68719502577 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
Unknown GetPointerWrite 282027b8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
Unknown GetPointerWrite 27f9cd18 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction b256b257 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0890a6 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2ba14c |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d09a14c |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2c992b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce89cc8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce8a94b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0a98ea |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce898e7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9cc898c7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction b678b699 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d098c64 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce99ce9 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2d992d |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce98c84 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d4d94ea |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2b9d0b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d4d9d4e |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0a90a7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0990a6 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce88843 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2d90a8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0b9909 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d089d08 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2c9d2b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2ba14d |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce998c7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d099ce8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0aa14c |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0a9d2b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d4d992b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2c90c8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction b257adf3 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce88000 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction b657b256 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2ba129 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2ba12c |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce898c8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d4d94e9 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce9a109 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2c9d2c |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0898e8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2a9d2b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0998e9 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0990a7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0994c7 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce894a6 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2c990b |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0a98e9 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction b236b699 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce9a52a |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d0b90ca |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce89ce8 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9d2b9d0a |
Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
MIPSCompileOp: Invalid instruction 9ce898c7 |