Recent logs - Resistance: Retribution™

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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