Recent logs - Tomb Raider : Legend

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Game title Version Latest Report Message
Tomb Raider : Legend v1.9.4 2020-02-28 sceDmacMemcpy(dest=041f8c00, src=09564244, size=12288): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; 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 vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 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); 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(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_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider : Legend v1.9.4 2020-02-23 sceDmacMemcpy(dest=0419c800, src=08dd0a40, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-20 sceDmacMemcpy(dest=041e5c00, src=09642ef0, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-19 sceDmacMemcpy(dest=041c1400, src=09343890, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-19 sceDmacMemcpy(dest=041fe800, src=096994c0, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-19 sceDmacMemcpy(dest=041d5800, src=0917b4d0, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-18 sceDmacMemcpy(dest=041ae800, src=08e98cd0, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-18 sceDmacMemcpy(dest=041ad400, src=0982c8c0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2020-02-15 sceDmacMemcpy(dest=041a1400, src=091c5b60, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2020-02-14 sceDmacMemcpy(dest=041bd000, src=09935240, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2020-02-14 sceDmacMemcpy(dest=041bc000, src=091d7440, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-02-14 sceDmacMemcpy(dest=041af000, src=0967db50, size=32768): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041d5000, src=0942f480, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041f6000, src=09439610, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2020-02-14 sceDmacMemcpy(dest=041e2800, src=091d7440, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041e4000, src=08db41a0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041dc000, src=09888f50, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-14 sceDmacMemcpy(dest=041b6c00, src=08ec3950, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041c7800, src=0923b1f0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041f9400, src=091baf00, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 sceDmacMemcpy(dest=041aa800, src=093e3740, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-13 sceDmacMemcpy(dest=041de800, src=09475ec0, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-13 sceDmacMemcpy(dest=041bb000, src=093cf570, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-13 sceDmacMemcpy(dest=041dd400, src=09afe680, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-13 sceDmacMemcpy(dest=0419a400, src=09352a90, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-13 sceDmacMemcpy(dest=041cd400, src=0986a170, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-13 sceDmacMemcpy(dest=041ab800, src=09707554, size=2048): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-13 sceDmacMemcpy(dest=041ccc00, src=09a375c4, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-02-13 sceDmacMemcpy(dest=041e9400, src=091d1840, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-12 sceDmacMemcpy(dest=041b1800, src=09115fa0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-12 sceDmacMemcpy(dest=041f4400, src=09750820, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-11 sceDmacMemcpy(dest=041b6400, src=0977b310, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-11 sceDmacMemcpy(dest=04199000, src=095ee960, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-10 sceDmacMemcpy(dest=041dc400, src=0966e810, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041a3000, src=09747050, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041b1000, src=09771770, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041a2400, src=095bbbe0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041b6800, src=096f2620, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041f7400, src=0974ecc0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-09 sceDmacMemcpy(dest=041bc000, src=09a2d9e0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-07 sceDmacMemcpy(dest=041e8000, src=094352a0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-05 sceDmacMemcpy(dest=041d6c00, src=091d90a0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-02-02 sceDmacMemcpy(dest=041a4400, src=09728590, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-02 sceDmacMemcpy(dest=04199000, src=090c3290, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-02 sceDmacMemcpy(dest=041a5400, src=091db400, size=5120): overlapping read
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-02-02 sceDmacMemcpy(dest=041b2800, src=09799260, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-01 sceDmacMemcpy(dest=04199000, src=08de5460, size=131072): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-01 sceDmacMemcpy(dest=041c7c00, src=093e11e0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-25 sceDmacMemcpy(dest=0419b000, src=092472e0, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-25 sceDmacMemcpy(dest=041e7400, src=09663f74, size=39936): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-25 sceDmacMemcpy(dest=041c4c00, src=09577dc0, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-24 sceDmacMemcpy(dest=041f8800, src=096e30e0, size=8192): overlapping read
Tomb Raider : Legend v1.7.4 2020-01-21 sceDmacMemcpy(dest=041e0000, src=09316830, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2020-01-21 sceDmacMemcpy(dest=041d0c00, src=09786800, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2020-01-19 sceDmacMemcpy(dest=041c2000, src=096e92e0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-02-14 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 r2p1_05rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; 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 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 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() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 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; 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); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider : Legend v1.8.0 2020-01-18 sceDmacMemcpy(dest=041ad800, src=099fa8f4, size=3072): overlapping read
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 371 does not exist
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 3206 does not exist
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 3973 does not exist
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 340 does not exist
Tomb Raider : Legend v1.9.3-80-g73bf6098e 2020-01-17 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Tomb Raider : Legend v1.9.4 2020-01-17 sceDmacMemcpy(dest=041a1400, src=097f36f0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-17 sceDmacMemcpy(dest=041d9000, src=090d8850, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-17 sceDmacMemcpy(dest=041c0000, src=08f86bf0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2020-01-17 sceDmacMemcpy(dest=041efc00, src=0923b210, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-16 sceDmacMemcpy(dest=0419cc00, src=0933acc0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-16 sceDmacMemcpy(dest=041c5000, src=08f86bf0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-15 sceDmacMemcpy(dest=0419b400, src=09564ca0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-13 sceDmacMemcpy(dest=041b9400, src=09bec250, size=5120): overlapping read
Tomb Raider : Legend v1.7.4 2020-01-10 sceDmacMemcpy(dest=041ac800, src=090a51e0, size=5120): overlapping read
Tomb Raider : Legend v1.7.4 2020-01-10 sceDmacMemcpy(dest=041d8800, src=08f6e470, size=9216): overlapping read
Tomb Raider : Legend v1.7.4 2020-01-10 sceDmacMemcpy(dest=041c3800, src=096dda50, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-09 sceDmacMemcpy(dest=041d7c00, src=093e7820, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-09 sceDmacMemcpy(dest=041bdc00, src=08e3de90, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-07 sceDmacMemcpy(dest=0419ec00, src=08ddf3b0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-04 sceDmacMemcpy(dest=041c9800, src=0953df40, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2020-01-04 sceDmacMemcpy(dest=041f1c00, src=096cd5f0, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2020-01-03 sceDmacMemcpy(dest=041a7c00, src=09a182d0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2020-01-03 sceDmacMemcpy(dest=041a6400, src=097e5f80, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-12-31 sceDmacMemcpy(dest=041bf400, src=09c846d0, size=5120): overlapping read
Tomb Raider : Legend v1.7.5 2019-12-28 sceDmacMemcpy(dest=041a7c00, src=0973ce10, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-12-28 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 r5p0-01rel0 [Revision 96995]. 03f14844:41800b18 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 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 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 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); 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); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb +=
Tomb Raider : Legend v1.9.4 2019-12-28 sceDmacMemcpy(dest=041a0c00, src=096c0050, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2019-12-27 sceDmacMemcpy(dest=041d2c00, src=09587d60, size=8192): overlapping read
Tomb Raider : Legend v1.7.5 2019-12-25 sceDmacMemcpy(dest=041a4000, src=08e7cff0, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-25 sceDmacMemcpy(dest=041bec00, src=094a3090, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2020-02-25 sceDmacMemcpy(dest=041a2400, src=0956f160, size=5120): overlapping read
Tomb Raider : Legend v1.7.5 2019-12-25 sceDmacMemcpy(dest=041b6c00, src=099be810, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-24 sceDmacMemcpy(dest=04199000, src=08db1e30, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-22 sceDmacMemcpy(dest=041af000, src=097b65a0, size=9216): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-21 sceDmacMemcpy(dest=041eb000, src=09748150, size=8192): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-21 sceDmacMemcpy(dest=041b6800, src=0942c210, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-12-21 sceDmacMemcpy(dest=041e8000, src=0977dee0, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2019-12-20 sceDmacMemcpy(dest=041df000, src=0937bb10, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-12-20 sceDmacMemcpy(dest=041d5800, src=08ee6690, size=8192): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-20 sceDmacMemcpy(dest=041ba400, src=091d7c90, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-12-20 sceDmacMemcpy(dest=0419fc00, src=09507560, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-12-19 sceDmacMemcpy(dest=041ae000, src=09a10b60, size=5120): overlapping read