Recent logs - Tomb Raider : Legend

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Game title Version Latest Report Message
Tomb Raider : Legend v1.10.3 2020-12-03 sceDmacMemcpy(dest=0419d000, src=096e99b0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-12-02 sceDmacMemcpy(dest=0419a400, src=091d3b80, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-12-01 sceDmacMemcpy(dest=0419cc00, src=096ec714, size=4096): overlapping read
Tomb Raider : Legend v1.10.3 2020-12-01 sceDmacMemcpy(dest=041a1c00, src=091d77d0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3-91-gfe91f62f9 2020-11-30 sceDmacMemcpy(dest=041c4400, src=091c50e0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-26 sceDmacMemcpy(dest=041bd800, src=093882b0, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-26 sceDmacMemcpy(dest=041dec00, src=09a476a0, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-25 sceDmacMemcpy(dest=041a5c00, src=09a7c4e0, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-25 sceDmacMemcpy(dest=041a2800, src=093d2fd0, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-25 sceDmacMemcpy(dest=041b2c00, src=09668f14, size=2048): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-24 sceDmacMemcpy(dest=041d1800, src=092a2b90, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-22 sceDmacMemcpy(dest=041bf800, src=09239e70, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-21 sceDmacMemcpy(dest=041d9800, src=091d63c0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-21 sceDmacMemcpy(dest=041d0c00, src=091c2780, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-11-20 sceDmacMemcpy(dest=041b0000, src=09607850, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-11-20 sceDmacMemcpy(dest=041d4c00, src=09a90950, size=5120): overlapping read
Tomb Raider : Legend v1.10.2 2020-11-17 sceDmacMemcpy(dest=04199000, src=09698d40, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-17 sceDmacMemcpy(dest=0419b800, src=09486cb0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-16 sceDmacMemcpy(dest=0419d800, src=096e5d80, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-15 sceDmacMemcpy(dest=041a5400, src=09009fd0, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-15 sceDmacMemcpy(dest=041b3400, src=0923d2d0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-11-15 sceDmacMemcpy(dest=041b0400, src=099f78e4, size=3072): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-15 sceDmacMemcpy(dest=041b6400, src=096f0420, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-15 sceDmacMemcpy(dest=041d4400, src=097f0e90, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-14 sceDmacMemcpy(dest=041a3400, src=096bf7a0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Tomb Raider : Legend v1.10.3 2020-11-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Tomb Raider : Legend v1.10.3 2020-11-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Tomb Raider : Legend v1.10.3 2020-11-14 sceDmacMemcpy(dest=041bcc00, src=091d9090, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-14 sceDmacMemcpy(dest=041ad000, src=094462d0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-13 sceDmacMemcpy(dest=041a9c00, src=0929a330, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-12 sceDmacMemcpy(dest=041b4000, src=096dd110, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-11 sceDmacMemcpy(dest=041b4000, src=09b4bfc0, size=5120): overlapping read
Tomb Raider : Legend v1.10.1 2020-11-10 sceDmacMemcpy(dest=041ef800, src=095c91b0, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-10 sceDmacMemcpy(dest=041b4400, src=09a74f50, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-08 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Tomb Raider : Legend v1.10.3 2020-11-08 sceKernelLoadModule: unsupported options size=00000014, flags=08821c30, pos=0, access=1, data=1, text=1
Tomb Raider : Legend v1.8.0 2020-11-08 sceDmacMemcpy(dest=041a0800, src=09831c04, size=1024): overlapping read
Tomb Raider : Legend v1.8.0 2020-11-08 sceDmacMemcpy(dest=041fbc00, src=091d8940, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-06 sceDmacMemcpy(dest=041bcc00, src=096e5d80, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-06 sceDmacMemcpy(dest=041ba400, src=09796ef0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-04 sceDmacMemcpy(dest=04199000, src=0995fa40, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-03 sceDmacMemcpy(dest=041a3c00, src=08f04c80, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-02 sceDmacMemcpy(dest=041ccc00, src=091d63c0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-01 sceDmacMemcpy(dest=04199000, src=0945d020, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-01 sceDmacMemcpy(dest=041a6000, src=08e55db0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-31 sceDmacMemcpy(dest=041f3000, src=0951c310, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-11-02 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 r8p0-00dev0 [Revision 96995]. 03f18444:40c00b18 HWX C T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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); 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 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoff
Tomb Raider : Legend v1.10.3 2020-11-02 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 r8p0-00dev0 [Revision 96995]. 03f18444:41000b18 HWX C T N Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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); 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 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lig
Tomb Raider : Legend v1.10.3 2020-11-02 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 r8p0-00dev0 [Revision 96995]. 03f18444:41800b18 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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); 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 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb +
Tomb Raider : Legend v1.10.3 2020-11-02 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 r8p0-00dev0 [Revision 96995]. 03f18844:40c00b18 HWX C T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 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); 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_sp
Tomb Raider : Legend v1.10.3 2020-10-30 sceDmacMemcpy(dest=0419cc00, src=08e52180, size=5120): overlapping read
Tomb Raider : Legend v1.7.5 2020-10-29 sceDmacMemcpy(dest=041e1000, src=095728e0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-29 sceDmacMemcpy(dest=041ad400, src=097383f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-28 sceDmacMemcpy(dest=041d8800, src=08e53590, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-28 sceDmacMemcpy(dest=04199000, src=09206310, size=66560): overlapping read
Tomb Raider : Legend v1.9.3 2020-10-27 sceDmacMemcpy(dest=041a0800, src=094e7af0, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-26 sceDmacMemcpy(dest=041a4400, src=099a85b0, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-26 sceDmacMemcpy(dest=041c8000, src=09356bb0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-26 sceDmacMemcpy(dest=041ee800, src=091d9d50, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-26 sceDmacMemcpy(dest=041f0000, src=096cc510, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-25 sceDmacMemcpy(dest=041d8c00, src=09a5f6f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-23 sceDmacMemcpy(dest=041fe000, src=097252b0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-19 sceDmacMemcpy(dest=041bbc00, src=096c6460, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-19 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
Tomb Raider : Legend v1.10.3 2020-10-19 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000
Tomb Raider : Legend v1.10.3 2020-10-18 sceDmacMemcpy(dest=041f9800, src=09739800, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-17 sceDmacMemcpy(dest=041c0400, src=09627500, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-16 sceDmacMemcpy(dest=041d2400, src=09425030, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-16 sceDmacMemcpy(dest=041be800, src=099ad590, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Tomb Raider : Legend v1.10.3 2020-10-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Tomb Raider : Legend v1.10.3 2020-10-16 sceDmacMemcpy(dest=041a2c00, src=091d4060, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-10-10 sceDmacMemcpy(dest=041d9000, src=09af8ab0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-09 sceDmacMemcpy(dest=041d6400, src=0993e5f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-07 sceDmacMemcpy(dest=04199000, src=097e6ff0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-05 sceDmacMemcpy(dest=041a4400, src=0959aa00, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-05 sceDmacMemcpy(dest=041a2400, src=099ce990, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-04 sceDmacMemcpy(dest=041cd400, src=091d94e0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-03 sceDmacMemcpy(dest=0419b800, src=09583790, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-03 sceDmacMemcpy(dest=041ac800, src=091d80d0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-02 sceDmacMemcpy(dest=0419cc00, src=09b33960, size=9216): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-02 sceDmacMemcpy(dest=041c6400, src=08e92470, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-02 sceDmacMemcpy(dest=041aac00, src=090d9240, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-01 sceDmacMemcpy(dest=041f9800, src=09b73980, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-01 sceDmacMemcpy(dest=041b7c00, src=09c3b7f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-01 sceDmacMemcpy(dest=041b5000, src=09a76600, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-01 sceDmacMemcpy(dest=041be400, src=09c3b7f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-10-01 sceDmacMemcpy(dest=041b3400, src=08e8c440, size=8192): overlapping read
Tomb Raider : Legend v1.9.3 2020-09-29 sceDmacMemcpy(dest=041a3400, src=095a5920, size=8192): overlapping read
Tomb Raider : Legend v1.9.3 2020-09-29 sceDmacMemcpy(dest=041a1800, src=09a526f0, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-09-28 sceDmacMemcpy(dest=041a7c00, src=094fdfb0, size=8192): overlapping read
Tomb Raider : Legend v1.10.3 2020-09-25 MIPSCompileOp: Invalid instruction 000997a8
Tomb Raider : Legend v1.10.3 2020-09-25 ReadFromHardware: Invalid address 00000001 near PC 00000001 LR 00000001
Tomb Raider : Legend v1.10.3 2020-09-25 sceDmacMemcpy(dest=041a5800, src=08df2110, size=5120): overlapping read
Tomb Raider : Legend v1.10.3 2020-09-25 sceDmacMemcpy(dest=041f8c00, src=095ced60, size=5120): overlapping read