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Game title |
Version |
Latest Report |
Message |
Marvel™ Ultimate Alliance |
v1.15.4 |
2023-09-16 |
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 r8p0-00dev0 [Revision 96995].
01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x |
Marvel™ Ultimate Alliance |
v1.12.3 |
2023-08-03 |
ReadFromHardware: Invalid address fa0cfc83 near PC 08a15330 LR 08a15324 |
Marvel™ Ultimate Alliance |
v1.15.4 |
2023-07-15 |
VTYPE with morph used: THRU=0 TC=1 COL=0 POS=3 NRM=1 WT=1 NW=1 IDX=0 MC=7 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-07-07 |
UI scissor out of bounds in GamePauseScreen: 1788,35-526,1045 / 2214,1080 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-07-06 |
UI scissor out of bounds in GamePauseScreen: 703,35-351,2180 / 2214,1080 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-07-06 |
UI scissor out of bounds in GamePauseScreen: 104,35-583,2180 / 2214,1080 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-07-06 |
UI scissor out of bounds in GamePauseScreen: 1662,139-526,941 / 1080,2214 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-07-06 |
UI scissor out of bounds in GamePauseScreen: 0,139-1646,941 / 1080,2214 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-05-09 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-04-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-04-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2023-04-07 |
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 r8p0-00dev0 [Revision 96995].
01f04444:00000321 HWX N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
} |
Marvel™ Ultimate Alliance |
v1.13.2 |
2023-04-06 |
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 r8p0-00dev0 [Revision 96995].
01f04444:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_ |
Marvel™ Ultimate Alliance |
v1.13.2 |
2023-04-07 |
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 r8p0-00dev0 [Revision 96995].
01f34444:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cul |
Marvel™ Ultimate Alliance |
v1.13.2 |
2023-04-07 |
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 r8p0-00dev0 [Revision 96995].
01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
|
Marvel™ Ultimate Alliance |
v1.13.1 |
2023-04-05 |
Failed to read valid video stream data from header |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-04-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2023-04-02 |
Unknown GetPointer 00000000 PC 08bb20b8 LR 08000020 |
Marvel™ Ultimate Alliance |
v1.14 |
2023-03-30 |
UI scissor out of bounds in MainScreen: 0,0-918,721 / 1280,720 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-02-19 |
Truncating vertex count from 33492 to 21845 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-02-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d984b8, pos=0, access=0, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.14.2 |
2023-01-07 |
Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy |
Marvel™ Ultimate Alliance |
v1.14.2 |
2023-01-07 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Marvel™ Ultimate Alliance |
v1.9.4 |
2023-05-12 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08aa8098 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-30 |
Rendering to framebuffer offset: 04110000 +256x0 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08afc3d8, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08afc3bc, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-30 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-30 |
00000000=sceDisplaySetHoldMode(00000001): unsupported |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00d3ffba |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00b2ffbf |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00ed000e |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 004d00ff |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 003400f7 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00d1fec5 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 012fffb5 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 027cfd55 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00a9fcb8 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 035a009f |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00660214 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00b1fff7 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 00f4feba |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 023001d5 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 01de017a |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 0004ffff |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 0001fffc |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-29 |
MIPSCompileOp: Invalid instruction 0000ffff |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-11-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.13.1 |
2022-09-10 |
Jump to invalid address: 03707ba0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-08-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-30 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149850512 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149849624 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146951248 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 147207088 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19536 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983264 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145971944 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145089204 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-08 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 128 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-04-03 |
Unimplemented HLE function sceNetInetInetAddr |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-03-18 |
ReadFromHardware: Invalid address 04800000 near PC 047ff7fc LR 80000000 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-03-18 |
Branch in RSRTComp delay slot at 047f0078 in block starting at 047ee4a0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144849144 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144841164 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 108 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145732183 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143861348 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145832420 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-02 |
Normal projection mapping without normal? |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-04-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-12-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-19 |
GE Interrupt: newState might be 6 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-19 |
GE Interrupt: newState might be 5 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-19 |
GE Interrupt: newState might be 4 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-19 |
GE Interrupt: newState might be 3 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-26 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-12 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-09-28 |
ReadFromHardware: Invalid address 330cd9ca near PC 088b1788 LR 088b1794 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-08 |
ReadFromHardware: Invalid address 330cd9ca near PC 08c72cf0 LR 088b1794 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-08 |
WriteToHardware: Invalid address 0a0445a4 near PC 088b17a4 LR 088b17a4 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-10-08 |
ReadFromHardware: Invalid address 0a0445a4 near PC 088b17a4 LR 088b17a4 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-09-20 |
Jump to invalid address: 0359d774 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-09-20 |
Jump to invalid address: 036e9800 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-09-19 |
Jump to invalid address: 057444c0 |