Recent logs - Tomb Raider : Legend

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Game title Version Latest Report Message
Tomb Raider : Legend v1.8.0 2019-07-21 sceDmacMemcpy(dest=041d7000, src=091c2780, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-20 sceDmacMemcpy(dest=041c4800, src=0933ccb0, size=9216): overlapping read
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000b18 HWX C T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00001806:0180d022 Tex TexAlpha 2x ReplaceBlend_6A:0_B:6_Eq:0 StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; lowp vec4 destColor = gl_LastFragColorARM; v.rgb = v.rgb * destColor.rgb + destColor.rgb * vec3(v.a * 2.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000b18 HWX C T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 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 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; out lowp vec4 v_color0; out 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:01800022 Tex TexAlpha 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 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 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; out lowp vec4 v_color0; out 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000918 HWX C T Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0080d002 Tex 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.8.0 2019-07-19 sceDmacMemcpy(dest=041afc00, src=09688550, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-19 sceDmacMemcpy(dest=041b7800, src=097110e0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-19 sceDmacMemcpy(dest=0419cc00, src=08dd6510, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041fe000, src=099cbc60, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041f4400, src=09953080, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041df000, src=09711950, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041d8400, src=09302110, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041a5000, src=0977f490, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=0419c400, src=098d8060, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-18 sceDmacMemcpy(dest=041d8800, src=09b88e40, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041a6000, src=098f9500, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041a9000, src=09914e60, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041c1800, src=09914e60, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041d2800, src=094f07b0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041d2800, src=0947bd30, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=0419b800, src=09a69ba0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-17 sceDmacMemcpy(dest=041f4c00, src=0928f900, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-16 sceDmacMemcpy(dest=04199000, src=09a66aa0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-16 sceDmacMemcpy(dest=041fb800, src=08efff20, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-16 sceDmacMemcpy(dest=041b8c00, src=08efff20, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-13 sceDmacMemcpy(dest=041bcc00, src=0979a300, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-12 sceDmacMemcpy(dest=041b2000, src=09433d20, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-12 sceDmacMemcpy(dest=041a5c00, src=08dd6bf0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-12 sceDmacMemcpy(dest=041af800, src=095ac160, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-11 sceDmacMemcpy(dest=041f0800, src=096de070, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-10 sceDmacMemcpy(dest=041dc800, src=09615450, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-10 sceDmacMemcpy(dest=041fc400, src=096200a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-08 sceDmacMemcpy(dest=041c6c00, src=090d8110, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-04 sceDmacMemcpy(dest=041a7000, src=093af2d0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-04 sceDmacMemcpy(dest=041ad400, src=091d7c90, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-04 sceDmacMemcpy(dest=041fd800, src=097388a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-30 sceDmacMemcpy(dest=041ae400, src=095cfc80, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-30 sceDmacMemcpy(dest=041b4000, src=09656ab0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-30 sceDmacMemcpy(dest=041b0400, src=08ddbc30, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-29 sceMpegRingbufferPut(): invalid mpeg data
Tomb Raider : Legend v1.8.0 2019-06-29 sceDmacMemcpy(dest=041f3400, src=09656ab0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-29 sceDmacMemcpy(dest=041c0400, src=094bff80, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-28 sceDmacMemcpy(dest=041e5800, src=093783f0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-28 sceDmacMemcpy(dest=041d1400, src=094e97f0, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-27 sceDmacMemcpy(dest=041a3800, src=096556a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-27 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Tomb Raider : Legend v1.8.0 2019-06-27 sceDmacMemcpy(dest=041a5000, src=091882c0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-26 sceDmacMemcpy(dest=041bc000, src=09665a30, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-26 sceDmacMemcpy(dest=041a5c00, src=09195160, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-26 sceDmacMemcpy(dest=041acc00, src=0908ee10, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-25 sceDmacMemcpy(dest=041a7c00, src=09972340, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-25 sceDmacMemcpy(dest=041a3000, src=09b6c740, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-24 sceDmacMemcpy(dest=041b7400, src=0906f6b0, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2019-06-23 sceDmacMemcpy(dest=041d6c00, src=09022ad0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-22 sceDmacMemcpy(dest=041cb400, src=096d3950, size=5120): overlapping read
Tomb Raider : Legend v1.6.3 2019-06-22 sceDmacMemcpy(dest=041a9800, src=099a6360, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-22 sceDmacMemcpy(dest=041f7800, src=09646aa0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-22 sceDmacMemcpy(dest=0419cc00, src=09687d60, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2019-06-22 sceDmacMemcpy(dest=041a1800, src=09412160, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-21 sceDmacMemcpy(dest=0419a400, src=09719130, size=8192): overlapping read
Tomb Raider : Legend v1.4.2 2019-06-21 Wrong magic number fff0fff0
Tomb Raider : Legend v1.4.2 2019-06-21 Wrong magic number ffffffff
Tomb Raider : Legend v1.8.0 2019-06-20 sceDmacMemcpy(dest=041aec00, src=091cdc10, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-20 sceDmacMemcpy(dest=041ef000, src=09671150, size=8192): overlapping read
Tomb Raider : Legend v1.4 2019-06-20 sceDmacMemcpy(dest=041d5000, src=0995a530, size=9216): overlapping read
Tomb Raider : Legend v1.4 2019-06-20 sceDmacMemcpy(dest=0419ec00, src=0908cff4, size=2048): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-20 sceDmacMemcpy(dest=041b3c00, src=096cc640, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2019-06-18 sceDmacMemcpy(dest=041e4c00, src=0991ef80, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-18 sceDmacMemcpy(dest=041e5c00, src=094eb850, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-12 sceDmacMemcpy(dest=04199000, src=08d23110, size=33792): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-17 sceDmacMemcpy(dest=041efc00, src=09214ca0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-17 sceDmacMemcpy(dest=041ca800, src=09096bf0, size=9216): overlapping read
Tomb Raider : Legend v1.6.3 2019-06-15 sceDmacMemcpy(dest=041fc000, src=092aeda0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-07-08 sceDmacMemcpy(dest=041fb800, src=0903c8a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-07 sceDmacMemcpy(dest=041a3c00, src=097ebba0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-07 sceDmacMemcpy(dest=041e9000, src=095bd110, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-06 sceDmacMemcpy(dest=041b1c00, src=096ace50, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-06 sceDmacMemcpy(dest=041c4000, src=09467440, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-05 sceDmacMemcpy(dest=041f1000, src=091d77d0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-06-26 Unknown GetPointer 00000000 PC 0880a590 LR 0880a590
Tomb Raider : Legend v1.8.0 2019-06-02 sceDmacMemcpy(dest=04199000, src=0949f950, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-27 sceDmacMemcpy(dest=041df800, src=096df930, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-31 sceDmacMemcpy(dest=041d0c00, src=09925ac0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-26 sceDmacMemcpy(dest=041be000, src=09241d90, size=5120): overlapping read
Tomb Raider : Legend v1.7.1 2019-05-23 sceDmacMemcpy(dest=041bb800, src=096db5a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-23 sceDmacMemcpy(dest=041d8800, src=09b75b50, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-22 sceDmacMemcpy(dest=041a2000, src=098487e0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-20 sceDmacMemcpy(dest=0419b400, src=09ac7e00, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-19 sceDmacMemcpy(dest=041e3800, src=09b431e0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-19 sceDmacMemcpy(dest=041c9000, src=08ffe3f0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-18 sceDmacMemcpy(dest=04199000, src=094f7d60, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-17 sceDmacMemcpy(dest=041a5400, src=092de130, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-16 sceDmacMemcpy(dest=04199000, src=091d8be0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-15 sceDmacMemcpy(dest=041b7800, src=09b97470, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-05-15 sceDmacMemcpy(dest=041a7c00, src=0947c4d0, size=8192): overlapping read