Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.20.3 2026-06-15 VTYPE with morph used: THRU=1 TC=0 COL=2 POS=1 NRM=3 WT=1 NW=5 IDX=0 MC=8
Resistance: Retribution™ v1.20.3 2026-06-15 Drawing region rate add non-zero: 047f, 04df of 01df, 010f
Resistance: Retribution™ v1.18.1 2026-06-14 Unknown GetPointerWrite 1b972048 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-14 Unknown GetPointerWrite 28f43cc8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.12.3 2026-06-14 Unknown GetPointer 26170898 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-14 Unknown GetPointerWrite 26d7aab8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-14 ReadFromHardware: Invalid address 26d8bce8 near PC 08cd670c LR 08ca1a84
Resistance: Retribution™ v1.18.1 2026-06-14 Unknown GetPointerWrite 26d8bce8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-13 Unknown GetPointerWrite 24573a98 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-13 Unexpected mpeg first timestamp: 5e609090000 / 6485552201728
Resistance: Retribution™ v1.18.1 2026-06-13 Could not setup streams, unexpected stream count: 24686
Resistance: Retribution™ v1.18.1 2026-06-13 Unknown GetPointerWrite 1b170578 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-06-13 ReadFromHardware: Invalid address 1b170578 near PC 08cd670c LR 08ca1a84
Resistance: Retribution™ v1.18.1 2026-06-13 ReadFromHardware: Invalid address feef00e0 near PC 08ca270c LR 08ca275c
Resistance: Retribution™ v1.13 2026-06-10 WriteToHardware: Invalid address 3f7fdf47 near PC 08ca1a70 LR 08ca2aac
Resistance: Retribution™ v1.13 2026-06-10 ReadFromHardware: Invalid address 0671d510 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.13 2026-06-10 Unknown GetPointerWrite 191f1eb8 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.13 2026-06-10 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x000001E720322C80(74,14-28): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x000001E720322C80(80,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x000001E720322C80(80,12-69): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x000001E720322C80(77,28-83): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x000001E720322C80(77,65-81): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x000001E720322C80(77,28-83): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat2 float2x2 #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); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); mat3x4 u_texmtx : register(c14); 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_depthRange : register(c52); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec4 color0 : COLOR0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; 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; vec4 color0 = In.color0; 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 * 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 - 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); 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(ld
Resistance: Retribution™ v1.16.6 2026-06-10 WriteToHardware: Invalid address 3c28c161 near PC 08ca1a70 LR 08ca2aac
Resistance: Retribution™ v1.17.1 2026-06-10 ReadFromHardware: Invalid address 0d018af8 near PC 08912940 LR 08912938
Resistance: Retribution™ v1.17.1 2026-06-09 ReadFromHardware: Invalid address 00000118 near PC 08912940 LR 08912938
Resistance: Retribution™ v1.17.1 2026-06-09 ReadFromHardware: Invalid address 0c7f8027 near PC 088bed20 LR 08a5c048
Resistance: Retribution™ v1.20.4 2026-05-30 Unexpected mpeg first timestamp: da509090000 / 15002472349696
Resistance: Retribution™ v1.9.4 2026-05-19 Bad vertex address 00001000!
Resistance: Retribution™ v1.20.3 2026-05-15 Unexpected mpeg first timestamp: 94da090000 / 639313182720
Resistance: Retribution™ v1.20.3 2026-05-14 Unexpected mpeg first timestamp: fc811090000 / 17351953678336
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in branch delay slot at 04488000 with different target
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in RSRTComp delay slot at 0448df78 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df70 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df68 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df64 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in branch delay slot at 0448df7c with different target
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df74 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df6c in block starting at 0448df4c
Resistance: Retribution™ v1.10.2 2026-04-24 Unknown GE command : 4e490602
Resistance: Retribution™ v1.10.2 2026-04-23 BJUMP to illegal address 00fd2bfc - ignoring! data=fd2bff
Resistance: Retribution™ v1.9.4 2026-03-30 BJUMP to illegal address 01742e68 - ignoring! data=747474
Resistance: Retribution™ v1.9.4 2026-03-30 Bad vertex address 00d90000!
Resistance: Retribution™ v1.9.4 2026-03-30 Bad index address 00200000!
Resistance: Retribution™ v1.20.3 2026-03-28 Imm vertex used clip value, flags=6fb800
Resistance: Retribution™ v1.20.3 2026-03-28 Drawing region rate add non-zero: 0107, 0100 of 000c, 0100
Resistance: Retribution™ v1.15.4 2026-03-25 Unknown GetPointerWrite 0e640e18 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.20.3 2026-03-20 Unexpected mpeg first timestamp: df47fbf0000 / 15343766405120
Resistance: Retribution™ v1.20.3 2026-03-20 Unexpected mpeg first timestamp: 100000b434 / 68719522868
Resistance: Retribution™ v1.11.3 2026-03-17 __KernelStopThread: thread 467 does not exist
Resistance: Retribution™ v1.20.2 2026-03-15 Unexpected mpeg first timestamp: 4b67f3f0000 / 5181865394176
Resistance: Retribution™ v1.9.4 2026-03-15 CALL to illegal address 00a12200 - ignoring! data=a12200
Resistance: Retribution™ v1.11.3 2026-03-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Resistance: Retribution™ v1.11.3 2026-03-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Resistance: Retribution™ v1.18.1 2026-03-06 Unknown GetPointerWrite 26176948 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2026-03-05 Unknown GetPointerWrite 25171eb8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2026-03-05 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08892f3c
Resistance: Retribution™ v1.17.1 2026-03-05 Unexpected mpeg first timestamp: e0811090000 / 15427808329728
Resistance: Retribution™ v1.17.1 2026-03-05 Unexpected mpeg first timestamp: 1ad10090000 / 1842809995264
Resistance: Retribution™ v1.17.1 2026-03-05 Unexpected mpeg first timestamp: b9a08090000 / 12756187676672
Resistance: Retribution™ v1.17.1 2026-03-05 Unexpected mpeg first timestamp: 49cfe080000 / 5072323346432
Resistance: Retribution™ v1.17.1 2026-03-05 Unknown GetPointerWrite 1631d9a8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2026-03-05 Unexpected mpeg first timestamp: 9640a090000 / 10325269741568
Resistance: Retribution™ v1.17.1 2026-03-04 Could not setup streams, unexpected stream count: 12943
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in Jump delay slot at 041b9b58 in block starting at 041b9b44
Resistance: Retribution™ v1.17.1 2026-03-04 Jump to invalid address: 0c90fd20
Resistance: Retribution™ v1.17.1 2026-03-04 Jump to invalid address: 0c2c2c2c
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in Jump delay slot at 041b9b48 in block starting at 041b9b44
Resistance: Retribution™ v1.17.1 2026-03-04 Jump to invalid address: 0c2c8920
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b9b3c with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b9b34 with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b9b2c with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b9ae0 with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b9ab0 with different target
Resistance: Retribution™ v1.17.1 2026-03-04 MIPSCompileOp: Invalid instruction 483f3f3f
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041b3a2c with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Branch in branch delay slot at 041ad9c8 with different target
Resistance: Retribution™ v1.17.1 2026-03-04 Unexpected mpeg first timestamp: efd09090000 / 16479941099520
Resistance: Retribution™ v1.17.1 2026-03-04 Unknown GetPointerWrite 0679cce8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2026-03-04 Unknown GE command : 34060d1d
Resistance: Retribution™ v1.19.3 2026-02-23 Drawing region rate add non-zero: 0212, 0423 of 0054, 0111
Resistance: Retribution™ v1.19.3 2026-02-23 Bad bounding box data: 00888a
Resistance: Retribution™ v1.19.3 2026-02-23 Unusual bezier/spline vtype: 12122434, morph: 4, bones: 1
Resistance: Retribution™ v1.19.3 2026-02-23 Imm vertex used clip value, flags=f9f800
Resistance: Retribution™ v1.19.3 2026-02-23 VTYPE with morph used: THRU=1 TC=0 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=1 MC=4
Resistance: Retribution™ v1.19.3 2026-02-23 Unusual bezier/spline vtype: 128eab20, morph: 3, bones: 3
Resistance: Retribution™ v1.5.4 2026-02-22 Unknown GE command : 11211100
Resistance: Retribution™ v1.5.4 2026-02-22 BJUMP to illegal address 0af735d0 - ignoring! data=0736d0
Resistance: Retribution™ v1.10.3 2026-02-19 Bad vertex address 02055aa9!
Resistance: Retribution™ v1.10.3 2026-02-19 Unknown GE command : 39200000
Resistance: Retribution™ v1.10.3 2026-02-18 WriteToHardware: Invalid address 3f800028 near PC 08c6f5a8 LR 08c7cd00
Resistance: Retribution™ v1.20.3 2026-04-08 Unexpected mpeg first timestamp: 79f11090000 / 8379766996992
Resistance: Retribution™ v1.19.3 2026-02-14 Unexpected mpeg first timestamp: 57511090000 / 6000355115008
Resistance: Retribution™ v1.10.3 2026-02-14 WriteToHardware: Invalid address 3f800028 near PC 08b2ace4 LR 08d44ae8
Resistance: Retribution™ v1.11.3 2026-01-19 Unknown GetPointer 256710d8 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-01-16 Unknown GetPointerWrite 0b2b94a8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2026-01-09 Unknown GetPointerWrite 265685c8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.19.3 2026-01-08 Unexpected mpeg first timestamp: 90400090000 / 9912785108992
Resistance: Retribution™ v1.19.3 2026-01-08 Unexpected mpeg first timestamp: 8840a090000 / 9363197067264
Resistance: Retribution™ v1.17 2025-12-20 Could not setup streams, unexpected stream count: 24914
Resistance: Retribution™ v1.19.3 2025-12-06 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 r7p0-00rel1 [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-450 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™ v1.19.3 2025-12-06 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 r7p0-00rel1 [Revision 96995]. 01710551:00000b29 HWX C 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-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b29 HWX C 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; 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 = color0; 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™ v1.19.3 2025-12-06 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 r7p0-00rel1 [Revision 96995]. 01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 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; 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_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 = color0; 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 - 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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, w
Resistance: Retribution™ v1.19.3 2025-11-23 Imm vertex used clip value, flags=def000
Resistance: Retribution™ v1.10.3 2025-11-22 BJUMP to illegal address 03aec4d0 - ignoring! data=c9d784