Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.9.4 2020-07-05 sceDmacMemcpy(dest=08628b40, src=093969f0, size=1209): overlapping read
Obscure: The Aftermath v1.9.4 2020-06-26 sceDmacMemcpy(dest=0844f740, src=093969f0, size=5614): overlapping read
Obscure: The Aftermath v1.9.4 2020-06-25 sceDmacMemcpy(dest=084be4c0, src=093969f0, size=158165): overlapping read
Obscure: The Aftermath v1.9.4 2020-06-22 Unexpected mpeg first timestamp: 7fda9f6da2d / 8786059647533
Obscure: The Aftermath v1.9.4 2020-06-22 Unexpected mpeg first timestamp: d7980088770 / 14815490246512
Obscure: The Aftermath v1.9.4 2020-06-22 Unexpected mpeg first timestamp: 2f5edfc14ee / 3255282963694
Obscure: The Aftermath v1.9.4 2020-06-22 Unexpected mpeg first timestamp: d0d0000517e / 14349485756798
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 6fffb4909ff / 7696502295039
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 3fe22512492 / 4390032319634
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 35de32c4d66 / 3701778173286
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: b9be9a13a6 / 797766718374
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 4b4c903034e / 5174513042254
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 4ff706253ff / 5495148663807
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: fac7e11481e / 17233523853342
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 5e7d9b34774 / 6493347989364
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 7e126e4ab7f / 8663601556351
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: bd841a52b1a / 13023442184986
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 3fd63ad1c8f / 4386833898639
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 57f5bb3d7b0 / 6044557498288
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: af52db32f83 / 12048149983107
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: 5fcbe129c23 / 6583078788131
Obscure: The Aftermath v1.9.4 2020-06-20 Unexpected mpeg first timestamp: ff82f004f0a / 17558614855434
Obscure: The Aftermath v1.9.4 2020-06-19 Unexpected mpeg first timestamp: 8946f1dca87 / 9433612405383
Obscure: The Aftermath v1.9.3 2020-06-17 Unknown GetPointer 00000000 PC 08000104 LR 09febac0
Obscure: The Aftermath v1.9.4 2020-06-19 Unexpected mpeg first timestamp: 2f01e2ec411 / 3230321787921
Obscure: The Aftermath v1.9.4 2020-06-19 Unexpected mpeg first timestamp: b54e5d2424a / 12459260920394
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 1e2007fd07 / 129386413319
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: cf0c040edff / 14228157165055
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 678ce913efd / 7115931467517
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 9d7193f9c72 / 10819446217842
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 45ddd761472 / 4801193972850
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 5fab37f5186 / 6574311428486
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 4f982dea612 / 5469688997394
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 8fc720a8949 / 9880338073929
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 5e9c0a3b653 / 6501517473363
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 41ff70ef5f2 / 4535335450098
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: 7c31125607e / 8534387679358
Obscure: The Aftermath v1.9.4 2020-06-16 Unexpected mpeg first timestamp: fe57ebf28e2 / 17478348384482
Obscure: The Aftermath v1.9.4 2020-06-15 Unexpected mpeg first timestamp: 2f7a20c23da / 3262598882266
Obscure: The Aftermath v1.9.4 2020-06-14 sceDmacMemcpy(dest=08628cc0, src=093969f0, size=205236): overlapping read
Obscure: The Aftermath v1.9.3 2020-06-12 sceDmacMemcpy(dest=08452540, src=093969f0, size=238558): overlapping read
Obscure: The Aftermath v1.9.3 2020-06-12 sceDmacMemcpy(dest=084e4ec0, src=093969f0, size=8368): overlapping read
Obscure: The Aftermath v1.5.4 2020-05-31 sceDmacMemcpy(dest=0844f440, src=093969f0, size=238558): overlapping read
Obscure: The Aftermath v1.9.4 2020-06-30 Failed decrypting the PRX (ret = -1, size = 4334557, psp_size = 4334896)!
Obscure: The Aftermath v1.9.4 2020-05-18 sceDmacMemcpy(dest=084015c0, src=093969f0, size=83480): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-16 sceDmacMemcpy(dest=084c3f40, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-16 sceDmacMemcpy(dest=0844e000, src=093969f0, size=75862): overlapping read
Obscure: The Aftermath v1.5.4 2020-05-14 sceDmacMemcpy(dest=08472f00, src=093969f0, size=51846): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-09 sceDmacMemcpy(dest=08428e40, src=093969f0, size=68489): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-09 sceDmacMemcpy(dest=0936ae60, src=0979c780, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-09 sceDmacMemcpy(dest=08466380, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-08 sceDmacMemcpy(dest=08426b40, src=093969f0, size=5558): overlapping read
Obscure: The Aftermath v1.9.3 2020-04-28 sceDmacMemcpy(dest=08429300, src=093969f0, size=5290): overlapping read
Obscure: The Aftermath v1.9.3 2020-04-28 sceDmacMemcpy(dest=0937ae60, src=098ba880, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-26 sceDmacMemcpy(dest=0936ee60, src=099a38c0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-24 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]. 01f14884:0000091c HWX C T Fog Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:2 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (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_
Obscure: The Aftermath v1.9.4 2020-04-16 sceDmacMemcpy(dest=09372e60, src=09721140, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-14 sceDmacMemcpy(dest=0936ae60, src=099a4400, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2020-04-09 sceDmacMemcpy(dest=09372e60, src=099cfbc0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-06 sceDmacMemcpy(dest=08538080, src=093969f0, size=1941): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-31 sceDmacMemcpy(dest=08520e80, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.3 2020-04-01 sceDmacMemcpy(dest=0936ae60, src=09779d80, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-30 sceDmacMemcpy(dest=08429300, src=093969f0, size=72247): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-29 sceDmacMemcpy(dest=0844ee80, src=093969f0, size=7103): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-29 sceDmacMemcpy(dest=084bdec0, src=093969f0, size=87405): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-28 sceDmacMemcpy(dest=0937ee60, src=097e6500, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-05-28 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Obscure: The Aftermath v1.9.4 2020-03-26 sceDmacMemcpy(dest=09374e60, src=0979c780, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p1-01rel0 [Revision 96995]. 01f04844:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #version 100 precision highp float; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * 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); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * 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_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) { o
Obscure: The Aftermath v1.9.4 2020-03-25 sceDmacMemcpy(dest=0857db80, src=093969f0, size=27109): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-23 sceDmacMemcpy(dest=0844ee80, src=093969f0, size=32295): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-22 sceDmacMemcpy(dest=0844c900, src=093969f0, size=1887): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-20 sceDmacMemcpy(dest=085bb680, src=093969f0, size=2247): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-20 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]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Obscure: The Aftermath v1.9.4 2020-03-17 sceDmacMemcpy(dest=0936ae60, src=096e3c80, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-26 sceDmacMemcpy(dest=0844bd00, src=093969f0, size=40224): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-13 sceDmacMemcpy(dest=08461e80, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-13 sceDmacMemcpy(dest=086012c0, src=093969f0, size=2126): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-11 sceDmacMemcpy(dest=08533e80, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.3 2020-02-22 sceDmacMemcpy(dest=0844a200, src=093969f0, size=238558): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-16 sceDmacMemcpy(dest=0936ae60, src=099cfbc0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-15 sceDmacMemcpy(dest=084b1040, src=093969f0, size=81248): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-15 sceDmacMemcpy(dest=085e3e40, src=093969f0, size=9059): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-14 sceDmacMemcpy(dest=0853d6c0, src=093969f0, size=30104): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-08 sceDmacMemcpy(dest=08704b80, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-08 sceDmacMemcpy(dest=0936ae60, src=096fddc0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-02 sceDmacMemcpy(dest=0869b8c0, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.4-2-g648bc5d 2020-01-30 sceDmacMemcpy(dest=09374e60, src=09a69d00, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-06-10 sceDmacMemcpy(dest=09372e60, src=09e0c240, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-28 80630006=sceAtracSetDataAndGetID(0936ae60, 00001b60): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-27 80630006=sceAtracSetDataAndGetID(0936ae60, 00004f20): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-28 80630006=sceAtracSetDataAndGetID(0936ae60, 00002ee0): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-27 80630006=sceAtracSetDataAndGetID(0936ae60, 000050a0): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-27 80630006=sceAtracSetDataAndGetID(0936ae60, 00001020): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-27 80630006=sceAtracSetDataAndGetID(0936ae60, 00003f60): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-28 80630006=sceAtracSetDataAndGetID(0930ae40, 00030000): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-01-26 sceDmacMemcpy(dest=0936ae60, src=0977a580, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-21 Unexpected mpeg first timestamp: dbac5c0c4b8 / 15095832822968
Obscure: The Aftermath v1.9.4 2020-01-20 Unexpected mpeg first timestamp: 30f20e1fca / 210219442122
Obscure: The Aftermath v1.9.4 2020-01-20 Unexpected mpeg first timestamp: 2fabba1fedb / 3275913035483