Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.17.1 2024-04-14 Can't draw: No current render step. Step count: 0
Obscure: The Aftermath v1.17.1 2024-04-11 sceDmacMemcpy(dest=09372e60, src=097e6500, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2024-03-29 sceDmacMemcpy(dest=0936ae60, src=098c2b80, size=8192): overlapping read
Obscure: The Aftermath v1.17 2024-03-15 sceDmacMemcpy(dest=0937ee60, src=096e4380, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-06 sceDmacMemcpy(dest=087fb940, src=093969f0, size=11342): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-24 sceDmacMemcpy(dest=0844f980, src=093969f0, size=238558): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-23 sceDmacMemcpy(dest=085d3fc0, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-22 sceDmacMemcpy(dest=09380e60, src=09806a80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-02-13 sceDmacMemcpy(dest=09372e60, src=09c9bc40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-28 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Obscure: The Aftermath v1.16.6 2024-01-28 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
Obscure: The Aftermath v1.16.6 2024-01-24 sceDmacMemcpy(dest=0936ce60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-24 sceDmacMemcpy(dest=09370e60, src=09d77a00, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-01-19 sceDmacMemcpy(dest=09376e60, src=096e8900, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.16.6 2024-01-06 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.16.6 2023-12-31 sceDmacMemcpy(dest=0849c2c0, src=093969f0, size=68489): overlapping read
Obscure: The Aftermath v1.11.3 2023-12-14 sceDmacMemcpy(dest=08626bc0, src=093969f0, size=160590): overlapping read
Obscure: The Aftermath v1.11.3 2023-12-14 sceDmacMemcpy(dest=0936ae60, src=0979c440, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-09 sceDmacMemcpy(dest=0936ce60, src=09b8b7c0, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-01 ReadFromHardware: Invalid address 55013800 near PC 55013800 LR 08ad74b8
Obscure: The Aftermath v1.16.6 2023-11-08 sceDmacMemcpy(dest=0857d740, src=093969f0, size=1048): overlapping read
Obscure: The Aftermath v1.16.6 2023-11-07 sceDmacMemcpy(dest=0864b600, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.15.4 2023-10-16 sceDmacMemcpy(dest=09370e60, src=09873200, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2023-10-14 sceDmacMemcpy(dest=08548680, src=093969f0, size=51200): overlapping read
Obscure: The Aftermath v1.16.5 2023-10-10 sceDmacMemcpy(dest=0936ae60, src=096e7a00, size=8192): overlapping read
Obscure: The Aftermath v1.16.5 2023-10-07 sceDmacMemcpy(dest=0937ae60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.16 2023-10-04 sceDmacMemcpy(dest=0844edc0, src=093969f0, size=12741): overlapping read
Obscure: The Aftermath v1.16.6 2023-11-21 sceDmacMemcpy(dest=09374e60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.16 2023-09-30 sceDmacMemcpy(dest=084ec540, src=093969f0, size=1004): overlapping read
Obscure: The Aftermath v1.16.1 2023-09-15 sceDmacMemcpy(dest=0868ebc0, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.15.4 2023-09-09 sceDmacMemcpy(dest=09378e60, src=096e7680, size=8192): overlapping read
Obscure: The Aftermath v1.14.4-324-geef5c51c6 2023-08-21 Failed to read valid video stream data from header
Obscure: The Aftermath v1.15.4 2023-08-06 sceDmacMemcpy(dest=0936ae60, src=09790b00, size=8192): overlapping read
Obscure: The Aftermath v1.15.4 2023-07-29 sceDmacMemcpy(dest=085ec500, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.15.4 2023-07-28 sceDmacMemcpy(dest=0936ae60, src=098c0800, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2023-07-26 sceDmacMemcpy(dest=0936ce60, src=09603580, size=8192): overlapping read
Obscure: The Aftermath v1.15.4 2023-07-13 sceDmacMemcpy(dest=0844fc40, src=093969f0, size=795): overlapping read
Obscure: The Aftermath v1.15.4 2023-07-11 sceDmacMemcpy(dest=084af5c0, src=093969f0, size=46894): overlapping read
Obscure: The Aftermath v1.15.4 2023-06-30 sceDmacMemcpy(dest=0842ca00, src=093969f0, size=5558): overlapping read
Obscure: The Aftermath v1.15.4 2023-06-27 sceDmacMemcpy(dest=0937ee60, src=0979d980, size=8192): overlapping read
Obscure: The Aftermath v1.15.4 2023-06-27 sceDmacMemcpy(dest=084c5380, src=093969f0, size=678): overlapping read
Obscure: The Aftermath v1.15.4 2023-07-26 sceDmacMemcpy(dest=084ecb80, src=093969f0, size=166547): overlapping read
Obscure: The Aftermath v1.12.3 2023-06-13 sceDmacMemcpy(dest=09372e60, src=094f5d80, size=8192): overlapping read
Obscure: The Aftermath v1.12.3 2023-05-30 sceDmacMemcpy(dest=0936ae60, src=099cca00, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-05-29 sceDmacMemcpy(dest=08489640, src=093969f0, size=3170): overlapping read
Obscure: The Aftermath v1.15.3 2023-05-14 sceDmacMemcpy(dest=0936ae60, src=096e8b80, size=8192): overlapping read
Obscure: The Aftermath v1.15.3 2023-05-12 sceDmacMemcpy(dest=08452540, src=093969f0, size=3865): overlapping read
Obscure: The Aftermath v1.15.2 2023-05-09 sceDmacMemcpy(dest=09374e60, src=09d57940, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-05-09 sceDmacMemcpy(dest=0858eec0, src=093969f0, size=245424): overlapping read
Obscure: The Aftermath v1.14.4 2023-05-09 sceDmacMemcpy(dest=0936ae60, src=09770d00, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-05-03 sceDmacMemcpy(dest=09370e60, src=097e6440, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-05-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.14.4 2023-05-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.14.4 2023-05-02 sceNetAdhocMatchingInit(9816) at 088fc4e8
Obscure: The Aftermath v1.11.3 2023-04-29 sceDmacMemcpy(dest=086d5240, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.14.4 2023-04-24 sceDmacMemcpy(dest=08569900, src=093969f0, size=24622): overlapping read
Obscure: The Aftermath v1.14.4 2023-04-14 sceDmacMemcpy(dest=09380e60, src=0976f940, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-04-08 sceDmacMemcpy(dest=0936ae60, src=096e4dc0, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-03-18 sceDmacMemcpy(dest=09370e60, src=09d77b80, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-27 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 r7p0-00rel1 [Revision 96995]. 01700844:00000b30 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 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)) // 01700844:00000b30 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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; 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 * 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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_cullRangeMa
Obscure: The Aftermath v1.14.4 2023-02-27 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 r7p0-00rel1 [Revision 96995]. 01b08044:00000b30 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 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)) // 01b08044:00000b30 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 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_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 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 = 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; 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 * 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_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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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_cullRangeMa
Obscure: The Aftermath v1.14.4 2023-02-27 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 r7p0-00rel1 [Revision 96995]. 01e08440:00000b30 HWX T N Tex Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 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)) // 01e08440:00000b30 HWX T N Tex Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 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_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 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 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 = 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; lowp float angle; 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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_cullRangeMa
Obscure: The Aftermath v1.14.4 2023-02-27 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 r7p0-00rel1 [Revision 96995]. 01d08404:00000b30 HWX T N Tex Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 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)) // 01d08404:00000b30 HWX T N Tex Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 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_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 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 = 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; 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; 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_cullRangeMa
Obscure: The Aftermath v1.14.4 2023-02-19 sceDmacMemcpy(dest=085605c0, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-12 sceDmacMemcpy(dest=08449240, src=093969f0, size=79569): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-04 sceDmacMemcpy(dest=09374e60, src=098e8500, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-02 sceDmacMemcpy(dest=0936ae60, src=0976ddc0, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-02 sceDmacMemcpy(dest=0860d980, src=093969f0, size=262144): overlapping read
Obscure: The Aftermath v1.14.4 2023-02-02 Unexpected mpeg first timestamp: fbfd09106c0 / 17316512335552
Obscure: The Aftermath v1.14.4 2023-02-01 sceDmacMemcpy(dest=08605240, src=093969f0, size=171361): overlapping read
Obscure: The Aftermath v1.16.3 2023-09-30 sceDmacMemcpy(dest=08585f40, src=093969f0, size=1873): overlapping read
Obscure: The Aftermath v1.10-6-g8ac4efd3c 2023-01-29 sceDmacMemcpy(dest=0866bb80, src=093969f0, size=77798): overlapping read
Obscure: The Aftermath v1.14.4 2023-01-27 sceDmacMemcpy(dest=08459640, src=093969f0, size=32272): overlapping read
Obscure: The Aftermath v1.14.4 2023-01-23 Unexpected mpeg first timestamp: 82398c8bf74 / 8948980170612
Obscure: The Aftermath v1.14.4 2023-01-23 Unexpected mpeg first timestamp: 8b7f7bfef5d / 9586228588381
Obscure: The Aftermath v1.14.4 2023-01-23 Unexpected mpeg first timestamp: 7f8f33ac34f / 8765813998415
Obscure: The Aftermath v1.14.4 2023-01-23 Unexpected mpeg first timestamp: 9d41ea4a3b9 / 10806651823033
Obscure: The Aftermath v1.14.4 2023-01-23 Unexpected mpeg first timestamp: af8ac7949fc / 12063161797116
Obscure: The Aftermath v1.14.4 2023-01-21 sceDmacMemcpy(dest=08486d00, src=093969f0, size=13618): overlapping read
Obscure: The Aftermath v1.14.4 2023-01-14 sceDmacMemcpy(dest=09370e60, src=0966c080, size=8192): overlapping read
Obscure: The Aftermath v1.14.2 2023-01-14 sceDmacMemcpy(dest=087affc0, src=093969f0, size=234840): overlapping read
Obscure: The Aftermath v1.9.4 2022-12-24 sceDmacMemcpy(dest=08712b00, src=093969f0, size=13436): overlapping read
Obscure: The Aftermath v1.13.2 2022-12-09 sceDmacMemcpy(dest=08546f80, src=093969f0, size=51200): overlapping read
Obscure: The Aftermath v1.13.2 2022-12-01 sceDmacMemcpy(dest=08460440, src=093969f0, size=2978): overlapping read
Obscure: The Aftermath v1.13.2 2022-11-07 sceDmacMemcpy(dest=0937ee60, src=098bb380, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2022-11-04 sceDmacMemcpy(dest=09376e60, src=099f3dc0, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2022-10-24 Failed decrypting the PRX (ret = -4, size = 4334557, psp_size = 4334896)!
Obscure: The Aftermath v1.13.2 2022-10-18 sceDmacMemcpy(dest=084d61c0, src=093969f0, size=24622): overlapping read
Obscure: The Aftermath v1.13.2 2022-10-18 sceDmacMemcpy(dest=0936ce60, src=098bd9c0, size=8192): overlapping read
Obscure: The Aftermath v1.6.3 2022-10-13 sceDmacMemcpy(dest=09376e60, src=095684c0, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2022-10-11 sceDmacMemcpy(dest=0937ae60, src=099a38c0, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2022-10-08 sceDmacMemcpy(dest=0936ae60, src=09721280, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2022-09-17 sceDmacMemcpy(dest=0936ae60, src=098ed940, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2022-09-17 sceDmacMemcpy(dest=0936ae60, src=095fd8c0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2023-03-12 sceDmacMemcpy(dest=0844c9c0, src=093969f0, size=238558): overlapping read
Obscure: The Aftermath v1.9.4 2022-09-16 sceDmacMemcpy(dest=0859e400, src=093969f0, size=6123): overlapping read
Obscure: The Aftermath v1.13.2 2022-09-16 sceDmacMemcpy(dest=0937ee60, src=09665b80, size=8192): overlapping read
Obscure: The Aftermath v1.13.1 2022-09-02 sceDmacMemcpy(dest=09380e60, src=0964ab40, size=8192): overlapping read
Obscure: The Aftermath v1.13.1 2022-09-01 sceDmacMemcpy(dest=09370e60, src=0976f940, size=8192): overlapping read