Recent logs - From Russia With Love™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 41300000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003f
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 41100000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000041
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000045
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 40a00000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003d
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 044d0020
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003a
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003c
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003b
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000003e
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000029
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000028
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 40e00000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 41000000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000037
From Russia With Love™ v1.9.4 2020-03-31 Jump to invalid address: 03b1e540
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 742e305f
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000039
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000035
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000038
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 40400000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 40c00000
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 00000001
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 6e6f665c
From Russia With Love™ v1.9.4 2020-03-31 MIPSCompileOp: Invalid instruction 0000007c
From Russia With Love™ v1.9.4 2020-03-31 Jump to invalid address: 03b1e340
From Russia With Love™ v1.9.4 2020-03-19 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 r4p1-01rel0 [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; }
From Russia With Love™ v1.9.4 2020-03-11 80630006=sceAtracSetDataAndGetID(08bc2000, 0000212c): invalid RIFF header
From Russia With Love™ v1.9.2 2020-02-13 sceKernelCreateThread(name=sceVideocodec_Driver): unsupported attributes 00001006
From Russia With Love™ v1.4.2 2020-01-28 Wrong magic number 55555555
From Russia With Love™ v1.9.4 2020-02-13 sceKernelCreateThread(name=sceMpegbase_Driver): unsupported attributes 00001006
From Russia With Love™ v1.9.4 2020-02-13 sceKernelCreateThread(name=sceSAScore): unsupported attributes 00001006
From Russia With Love™ v1.9.4 2019-12-16 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 r8p0-01rel0 [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; }
From Russia With Love™ v1.8.0 2019-12-12 Unexpected mpeg first timestamp: 6eee188841c / 7623055803420
From Russia With Love™ v1.9.4 2019-12-07 Unexpected mpeg first timestamp: a006a01070f / 10996894729999
From Russia With Love™ v1.9.4 2019-12-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 01f14444:00000b1c HWX C T N Fog 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: cf970bf5542 / 14265477977410
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: 26a3e3d0241 / 2655333974593
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: 60b8108235b / 6646479201115
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: cf69dbd538f / 14253347918735
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: c180084a1b / 831076715035
From Russia With Love™ v1.9.4 2019-12-02 Unexpected mpeg first timestamp: 60b8108e4ec / 6646479250668
From Russia With Love™ v1.9.4 2019-12-02 Unexpected mpeg first timestamp: 6af7cbc735e / 7350781768542
From Russia With Love™ v1.9.4 2019-12-01 Unexpected mpeg first timestamp: ea28a3d3725 / 16091266758437
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 60b8108f2bc / 6646479254204
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 7f6802f0f9b / 8755293917083
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: a70b8300b2e / 11479242771246
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 15463b0df50 / 1461961416528
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: a7dc0304002 / 11535211577346
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: ddd1932ee1b / 15243261701659
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: be215bfb70f / 13065655400207
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: ff6c13fd1b3 / 17552478556595
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 60b810887b0 / 6646479226800
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 60b8108889b / 6646479227035
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 60b81086832 / 6646479218738
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: c1800820a3 / 831076704419
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 89581c158e1 / 9438220081377
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 4f5e03b5ece / 5454075485902
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: b616c3e5f54 / 12513055760212
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 8811b3db226 / 9350600831526
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 2f2db3da001 / 3242083590145
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 8fdd43d421b / 9886280532507
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: c1800844f9 / 831076713721
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 6fc61ba0000 / 7681041104896
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: b22abc2d79 / 765221154169
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 6b66bb4ba1d / 7380560820765
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 100 / 256
From Russia With Love™ v1.9.4 2019-11-30 Unexpected mpeg first timestamp: 7663fc163d5 / 8135737697237
From Russia With Love™ v1.9.4 2019-12-07 sceMpegRingbufferPut(): invalid mpeg data
From Russia With Love™ v1.9.4 2020-03-07 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]. 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; }
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7e9e790
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7e9ee10
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f7cab8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f7dea0
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f7a2f8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f7b0f8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f60b18
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f4c928
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7f4d440
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8136ff8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7bd62d8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8048ea8
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8051758
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8048c60
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8056d78
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8055f48
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number 72656673
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number 00000000
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b7bb7548
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8065f70
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b8062308
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number 00000022
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b806aa80
From Russia With Love™ v1.4-2-g648bc5d 2019-10-01 Wrong magic number b806aae0
From Russia With Love™ v1.8.0 2019-09-27 Unknown GetPointer 00000000 PC 08000000 LR 08000000
From Russia With Love™ v1.9.4 2020-03-04 Unknown GetPointer 00000000 PC 088cd1dc LR 088cd1dc
From Russia With Love™ v1.8.0 2019-05-09 MIPSCompileOp: Invalid instruction 41900000
From Russia With Love™ v1.9.4 2019-12-28 Unknown GetPointer 00000000 PC 08a180c4 LR 08000030