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Game title |
Version |
Latest Report |
Message |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.15.4 |
2025-08-20 |
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 r8p0-00dev0 [Revision 96995].
01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: 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))
// 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: 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 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) { |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.4.2-425-g7a7ccee5e |
2025-08-09 |
sceDmacMemcpy(dest=04174000, src=0902d990, size=65536): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.13.2 |
2025-08-03 |
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 r10p0-00rel0 [Revision 96995].
01f35551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
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;
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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.13.2 |
2025-08-03 |
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 r10p0-00rel0 [Revision 96995].
01730551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 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);
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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.13.2 |
2025-08-03 |
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 r10p0-00rel0 [Revision 96995].
01f35155:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 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 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 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 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);
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 - 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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * 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_matspec |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-07-26 |
ReadFromHardware: Invalid address 000000dc near PC 0897ec00 LR 0898a5ac |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.4.2-425-g7a7ccee5e |
2025-07-17 |
Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
/ fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform vec3 u_texenv;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a);
fragColor0 = v;
}
/ vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3 |
2025-07-15 |
sceDmacMemcpy(dest=08e213d0, src=08e2f3d0, size=8768): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3 |
2025-07-15 |
sceDmacMemcpy(dest=08e213d0, src=08e2f3d0, size=9024): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-07-09 |
sceDmacMemcpy(dest=08747530, src=09953a60, size=8288): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.4.2-425-g7a7ccee5e |
2025-07-09 |
Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it.
/ fs: #version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.4.2-425-g7a7ccee5e |
2025-07-09 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
/ fs: #version 130
#define lowp
#define mediump
#define highp
varying vec4 v_color0;
varying vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.19.2 |
2025-07-05 |
Branch in Jump delay slot at 09b0fb60 in block starting at 09b0fb50 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.10.3 |
2025-06-21 |
sceDmacMemcpy(dest=08774250, src=09a384f0, size=8288): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-20 |
sceDmacMemcpy(dest=08e214b0, src=08e2f4b0, size=9568): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.19.1 |
2025-06-14 |
__KernelStopThread: thread 542 does not exist (ApctlThread deleted) |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3 |
2025-06-07 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10944 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10954 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10950 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10958 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10948 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10940 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in RSRTComp delay slot at 09b109b8 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b1095c in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10964 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b108a0 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b1094c in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-06-04 |
Branch in Jump delay slot at 09b10960 in block starting at 09b10550 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.12.3 |
2025-06-04 |
80630006=sceAtracSetHalfwayBuffer(0, 08dfbfd0, 00001c20, 00010000): invalid RIFF header |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.12.3 |
2025-06-04 |
80630006=sceAtracSetHalfwayBuffer(0, 08dfbfd0, 00008000, 00010000): invalid RIFF header |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-31 |
sceDmacMemcpy(dest=08647790, src=0953b0b0, size=12640): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-29 |
sceDmacMemcpy(dest=085c77e0, src=08f26810, size=8608): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.9.4 |
2025-05-05 |
sceDmacMemcpy(dest=08e214b0, src=08e304b0, size=8736): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac7504 in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b255f0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1dfc0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac7510 in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac750c in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1eb00 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1da80 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac7514 in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
MIPSCompileOp: Invalid instruction 412402ad |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b25600 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1d500 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b25840 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b29c80 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b21bc0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b21d40 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
MIPSCompileOp: Invalid instruction 40400000 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 0326afe0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1e740 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1db00 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1eec0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac744c in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b29e40 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Branch in Jump delay slot at 09ac7568 in block starting at 09ac6ef0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 032d19b0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1e480 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b217c0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
MIPSCompileOp: Invalid instruction 01a64054 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06990140 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b20840 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-05-01 |
Jump to invalid address: 06b1d240 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp 69fd32d7 failed |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
ReadFromHardware: Invalid address ffff93a4 near PC 09c46a28 LR 09c469d0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction 9de21e45 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction 07f476fb |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
An uneaten prefix at end of block: 09c469f0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
WriteToHardware: Invalid address ffffa727 near PC 09c469f8 LR 09c469d0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
Write mask used with vfpu matrix instruction. |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction 7eb413fd |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
Branch in RSZeroComp delay slot at 09c46a68 in block starting at 09c46a64 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction 7f03c718 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b63390a6 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b232b233 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b233b632 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b633b232 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b233b633 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b2338442 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b63294c7 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b6339908 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b633b233 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b213b233 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b2338863 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b233adf0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b632adf0 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction 9d4b94e7 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b233b233 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b233b232 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b212b233 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b212b232 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b2328000 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b232b632 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b632b212 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b632b232 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b21290a6 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b632b632 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
MIPSCompileOp: Invalid instruction b232b232 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.18.1 |
2025-04-27 |
Branch in branch delay slot at 09c479c8 with different target |