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Resistance: Retribution™ v1.12.3 2021-10-21 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 r9p0-01rel0 [Revision 96995]. 01f19551:00000b3d 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:2 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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_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); lowp vec4 lightSum0 = u_ambient * color0 + 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; 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); 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.
Resistance: Retribution™ v1.12.3 2021-10-21 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 r9p0-01rel0 [Revision 96995]. 01700551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_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); 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; 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 =
Resistance: Retribution™ v1.12.3 2021-10-21 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 r9p0-01rel0 [Revision 96995]. 01f15551:00000b3d 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 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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); 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 * lig
Resistance: Retribution™ v1.12.3 2021-10-21 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 r9p0-01rel0 [Revision 96995]. 01710551:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_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); 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; 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0,
Resistance: Retribution™ v1.12.3 2021-10-21 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 r9p0-01rel0 [Revision 96995]. 01700551:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_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); 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; 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0);
Resistance: Retribution™ v1.11.3 2021-10-14 Unknown GetPointer 20171e98 PC 08c7ebd4 LR 08cd6754
Resistance: Retribution™ v1.12.2 2021-10-14 Unknown GetPointer 27883aa8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.12.2 2021-10-14 Jump to invalid address: 03f2d5c0
Resistance: Retribution™ v1.12.2 2021-10-14 Jump to invalid address: 03f2ce40
Resistance: Retribution™ v1.12.2 2021-10-14 Unknown GetPointer 24ffa938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-10-08 Unknown GE command : 0d093566
Resistance: Retribution™ v1.11.3 2021-10-07 Unknown GetPointer 1fffa938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-10-07 Unknown GetPointer 2423a6b8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.12 2021-10-07 Unknown GetPointer 26a7ea88 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.10.3 2021-10-03 Unknown GetPointer 161505d8 PC 08c93f5c LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-10-03 Unknown GetPointer 00000000 PC 08c72198 LR 08c721a8
Resistance: Retribution™ v1.11.3 2021-10-02 Unknown GetPointer 2705b808 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-10-01 Unknown GetPointer 28a68e48 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-30 Unknown GetPointer 0674cce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-29 Jump to invalid address: 03f2cec0
Resistance: Retribution™ v1.11.3 2021-09-29 Jump to invalid address: 03f2c340
Resistance: Retribution™ v1.11.3-1138-ged3201a27 2021-09-29 Unknown GetPointer 27eb53e8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-27 Unknown GE command : 59e40280
Resistance: Retribution™ v1.11.3 2021-09-27 Unknown GetPointer ec199f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-27 ReadFromHardware: Invalid address 26199f3c near PC 08cd67e0 LR 08cd67b8
Resistance: Retribution™ v1.11.3 2021-09-27 WriteToHardware: Invalid address 3d3f800c near PC 08ca21a8 LR 08ca2838
Resistance: Retribution™ v1.11.3 2021-09-27 Branch in Jump delay slot at 099094b0 in block starting at 09909480
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 0037325f
Resistance: Retribution™ v1.11.3 2021-09-27 Jump to invalid address: 06425140
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 75727453
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp 696c6b6e failed
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 0000003e
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 6e654774
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 7241636f
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 73734163
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 71635c65
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 7265676e
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 4d79616c
Resistance: Retribution™ v1.11.3 2021-09-27 MIPSCompileOp: Invalid instruction 472f6563
Resistance: Retribution™ v1.11.3 2021-09-27 ReadFromHardware: Invalid address 00017579 near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.11.3 2021-09-27 WriteToHardware: Invalid address 3f800028 near PC 08c7a418 LR 08bae5e8
Resistance: Retribution™ v1.11.3 2021-09-27 WriteToHardware: Invalid address 00000010 near PC 08c7a418 LR 08bae5e8
Resistance: Retribution™ v1.11.3 2021-09-26 sceDmacMemcpy(dest=04000000, src=09c73490, size=557056): overlapping read
Resistance: Retribution™ v1.9.4 2021-09-26 Unknown GE command : 59171f27
Resistance: Retribution™ v1.9.4 2021-09-25 Unknown GE command : 52303f50
Resistance: Retribution™ v1.11.3 2021-09-16 Invalid VFPU swizzle: 000000c9: 1 / 1 at PC = 0454cf70 (vcrs ERROR)
Resistance: Retribution™ v1.11.3 2021-09-16 Invalid VFPU swizzle: 000000d2: 2 / 1 at PC = 0454cf60 (vcrs ERROR)
Resistance: Retribution™ v1.11.3 2021-09-16 Invalid VFPU swizzle: 000000c9: 1 / 1 at PC = 0454cf60 (vcrs ERROR)
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7999aa96
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 77578a77
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7a777c77
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp 69669699 failed
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction eecee96a
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7c76a9a7
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 796634a7
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7a9aa797
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 777cb7ca
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 72666669
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 622c2266
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 79996966
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 47669666
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 4abccca7
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7437cce4
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction cec44ccc
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 79976cba
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction ce7b5676
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 43755135
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 76226631
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 41eebefe
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 65eddfe9
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 76feeefe
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 41221454
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 46458cc8
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 75abd47c
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction cf63cbbb
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 7e82beee
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 9eeeec18
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction ecfdb428
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 02111155
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 77da7993
Resistance: Retribution™ v1.11.3 2021-09-16 Branch in RSRTComp delay slot at 0456ef0c in block starting at 0456ef08
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 789ababd
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction eecbacab
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction cdecd796
Resistance: Retribution™ v1.11.3 2021-09-16 Branch in RSRTComp delay slot at 0452ff2c in block starting at 0452ff2c
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 4669e921
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 72128687
Resistance: Retribution™ v1.11.3 2021-09-16 An uneaten prefix at end of block: 04535388
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp: Invalid instruction 6323ea9f
Resistance: Retribution™ v1.11.3 2021-09-16 ReadFromHardware: Invalid address ffff99ab near PC 04551e10 LR 08c48928
Resistance: Retribution™ v1.11.3 2021-09-16 MIPSCompileOp 69987e88 failed
Resistance: Retribution™ v1.10.2 2021-09-14 Unknown GE command : 4e232e3a
Resistance: Retribution™ v1.11.3 2021-09-12 Unknown GetPointer 0e105838 PC 08b530b8 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-11 Unknown GE command : 34141a21
Resistance: Retribution™ v1.11.3 2021-09-11 Unknown GetPointer 24194648 PC 08a2f220 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-11 Unknown GE command : 4f1e2731
Resistance: Retribution™ v1.6.3 2021-09-12 Unknown GetPointer 0a4782d8 PC 08ca1a84 LR 08cd6754
Resistance: Retribution™ v1.11.3 2021-09-10 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
Resistance: Retribution™ v1.11.3 2021-09-10 Crazy varData address 01011006, skipping rest of module
Resistance: Retribution™ v1.11.3 2021-09-10 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1