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Game title |
Version |
Latest Report |
Message |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-22 |
Ignoring func export scePsmf/5f457515, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-21 |
Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
sceKernelCreateThread(name=jmpFont_Library): unsupported attributes 00000006 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
ReadFromHardware: Invalid address 0a000000 near PC 08e1b560 LR 08e1b560 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpService': 0x268c009d |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpService': 0x1da3e950 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpAuth': 0xd99455dd |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpAuth': 0xcd86a656 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-07-18 |
Unknown syscall in known module 'sceNpAuth': 0x72bb0467 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00230340, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00240ea0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 004839f0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00226368, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-06-04 |
WriteToHardware: Invalid address 00000000 near PC 08a26754 LR 08a26754 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-03-14 |
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 r6p0-00dev0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-02-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2024-01-14 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:48 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:88 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:91 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-28 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:37 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:66 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:69 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-28 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:261 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:277 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:280 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-28 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:54 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:70 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:73 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-25 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:57 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:106 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:109 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-24 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:105 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:230 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:233 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-24 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:153 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:220 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:223 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:161 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:228 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:231 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:39 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:186 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:189 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:203 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:350 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:353 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:21173 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:21227 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:21230 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:74 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:128 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:131 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:152 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:206 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:209 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:8793 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:8847 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:8850 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:110 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:123 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:126 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:56 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:92 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:95 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:185 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:223 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:226 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.13.1-547-g9f4a84945 |
2023-12-22 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false]
[DEPTH seq:6357 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false]
[COLOR seq:6391 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false]
[DEPTH seq:6394 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
|
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-05-15 |
Can't draw: No current render step. Step count: 0 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2023-12-27 |
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 r6p2-01rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-11-20 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-11-20 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2023-11-19 |
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 r9p0-01rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.9.4 |
2023-09-27 |
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].
01f30444:00000b1c 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:0 MatUp:3
#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 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 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 * 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
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;
}
|
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-03-08 |
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].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.16.1 |
2023-09-16 |
ReadFromHardware: Invalid address 00192744 near PC 08a24414 LR 08a2445c |
Medal of Honor Heroes™ 2 |
v1.16.1 |
2023-09-16 |
WriteToHardware: Invalid address 00192754 near PC 08a2445c LR 08a24478 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-08-15 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-07-21 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00000928 HWX C T Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
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_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
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 > 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;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
Medal of Honor Heroes™ 2 |
v1.9.4 |
2023-08-14 |
ReadFromHardware: Invalid address 00192744 near PC 08a24dc0 LR 08a2445c |
Medal of Honor Heroes™ 2 |
v1.9.4 |
2023-08-14 |
WriteToHardware: Invalid address 00192754 near PC 08a24f4c LR 08a24478 |
Medal of Honor Heroes™ 2 |
v1.10-6-g8ac4efd3c |
2023-07-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2 |
Medal of Honor Heroes™ 2 |
v1.10-6-g8ac4efd3c |
2023-07-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2023-07-09 |
Texture cache ran out of GPU memory; switching to low memory mode |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-06-24 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08874e10 |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-06-01 |
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].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.14.3 |
2023-04-07 |
UI scissor out of bounds in MainScreen: 0,624-720,816 / 1440,720 |
Medal of Honor Heroes™ 2 |
v1.14.3 |
2023-04-07 |
UI scissor out of bounds in MainScreen: 0,710-720,730 / 1440,720 |
Medal of Honor Heroes™ 2 |
v1.14.3 |
2023-04-07 |
UI scissor out of bounds in MainScreen: 417,728-192,107 / 1440,720 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-03-13 |
FBO created from existing depthbuffer as color, 040cc000/00000000 and 04088000/040cc000 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-03-13 |
FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-24 |
UI scissor out of bounds in MainScreen: 0,0-1198,721 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-24 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1311,721 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14.4 |
2023-02-23 |
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 r4p0-00rel0 [Revision 96995].
01f30444:00000b38 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:0 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b38 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:0 MatUp:3 Cull
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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 = color0;
vec3 diffuseColor = color0.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_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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-22 |
UI scissor out of bounds in SavedataScreen: 1615,580-0,14 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-22 |
UI scissor out of bounds in SavedataScreen: 1615,463-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-22 |
UI scissor out of bounds in SavedataScreen: 1615,346-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-22 |
UI scissor out of bounds in SavedataScreen: 1615,229-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-22 |
UI scissor out of bounds in SavedataScreen: 1615,112-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1784,580-0,14 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1784,463-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1784,346-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1784,229-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1784,112-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1734,580-0,14 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1734,463-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1734,346-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1734,229-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1734,112-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1599,580-0,14 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1599,463-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1599,346-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1599,229-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-21 |
UI scissor out of bounds in SavedataScreen: 1599,112-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-03-20 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1060,800 / 960,544 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1746,480-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1746,363-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1746,246-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1746,129-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1746,96-0,28 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1622,480-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1622,363-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1622,246-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1622,129-0,111 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-06 |
UI scissor out of bounds in SavedataScreen: 1622,96-0,28 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.9.3-80-g73bf6098e |
2023-02-06 |
__KernelStopThread: thread 353 does not exist |
Medal of Honor Heroes™ 2 |
v1.9.3-80-g73bf6098e |
2023-02-06 |
__KernelStopThread: thread 301 does not exist |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in SavedataScreen: 1726,580-0,14 / 1560,720 |
Medal of Honor Heroes™ 2 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in SavedataScreen: 1726,463-0,111 / 1560,720 |