Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.8.0 2019-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d187e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d187e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-12 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be2204, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be2204, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 03f10444:40c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 ||
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c03ac4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c03ac4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2019-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af3e24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2019-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af3e24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 mediump mat4 u_texmtx; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 mediump mat4 u_texmtx; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2019-10-05 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01710000:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * 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; }
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1e044, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1e044, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2019-10-02 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; void main() { vec3 rgb = texture(sampler0, v_texcoord0).xyz; float luma = dot(rgb, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)); vec3 gray = vec3(luma, luma, luma) - vec3(0.5); rgb -= vec3(0.5); vec3 _49 = mix(rgb, gray, vec3(2.0)) + vec3(0.5); _gl_FragColor = vec4(_49.x, _49.y, _49.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; }
Assassin's Creed: Bloodlines™ v1.6.3 2019-10-02 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; void main() { vec3 rgb = texture(sampler0, v_texcoord0).xyz; float luma = dot(rgb, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)); vec3 gray = vec3(luma, luma, luma) - vec3(0.5); rgb -= vec3(0.5); vec3 _49 = mix(rgb, gray, vec3(2.0)) + vec3(0.5); _gl_FragColor = vec4(_49.x, _49.y, _49.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cd22e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.2 2019-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cd22e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b64cd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b38ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b38ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c031b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c031b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd3464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd3464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d109c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d109c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb0ba4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb0ba4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9ffc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9ffc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c924e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c924e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b28e94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b28e94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d635f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d635f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b57244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b57244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b476e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b476e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af4904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af4904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae6004, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae6004, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b49174, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b49174, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-27 ReadFromHardware: Invalid address 00263288 near PC 00000000 LR 00000000
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09adde44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09adde44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba34e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d3eb94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d3eb94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0e384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0e384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcbca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcbca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b60374, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4be54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4be54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be7e84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be7e84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b63894, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b63894, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfe614, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfe614, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4f604, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4f604, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be6b94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be6b94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c12214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c12214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ccac74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ccac74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.7.5 2019-07-23 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 03f10044:41c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos =
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c205a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c205a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4-2-g648bc5d 2019-07-19 Wrong magic number ffffffff
Assassin's Creed: Bloodlines™ v1.4-2-g648bc5d 2019-07-19 Wrong magic number fffbffff
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b24f64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b24f64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.7.5 2019-07-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b45ef4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c21324, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c30cb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c30cb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b254d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b254d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b76c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b76c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c457c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-07-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c457c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b252d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-29 Unknown GetPointer 00000000 PC 08a5fd40 LR 08a5e7cc
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-27 Error in shader compilation: info: (unknown reason) 01010000:00000918 HWX C T Tex Light: 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 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 = 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-27 Error in shader compilation: info: (unknown reason) 00000000:00800002 Tex 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; }
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-27 Error in shader compilation: info: (unknown reason) 01010000:0000091c HWX C T Fog Tex Light: 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 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); mediump float ldot; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-27 Error in shader compilation: info: (unknown reason) 01010000:00000b1c HWX C T N Fog Tex Light: 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.8.0 2019-06-27 Error in shader compilation: info: (unknown reason) 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }