Recent logs - Dante's Inferno™

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Dante's Inferno™ v1.10.2 2020-07-09 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel1 [Revision 96995]. 01f15155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_light
Dante's Inferno™ v1.10.1 2020-07-05 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.9.3 2020-06-27 Unknown GetPointer 00000000 PC 089065e4 LR 089065ec
Dante's Inferno™ v1.9.3 2020-06-27 WriteToHardware: Invalid address 1eadbeef near PC 08a0b910 LR 089c3284
Dante's Inferno™ v1.9.3 2020-06-27 ReadFromHardware: Invalid address 12acb454 near PC 089f2dbc LR 089f2e04
Dante's Inferno™ v1.9.3 2020-06-27 Unknown GetPointer 12acb450 PC 089065e4 LR 089065ec
Dante's Inferno™ v1.9.4 2020-06-15 Render to area containing texture at 04162000 +256x0
Dante's Inferno™ v1.9.4 2020-06-15 Rendering to framebuffer offset: 04162000 +256x0
Dante's Inferno™ v1.9.4 2020-06-15 Unknown GetPointer 00000000 PC 08a16990 LR 08a16990
Dante's Inferno™ v1.9.4 2020-06-11 sceDmacMemcpy(dest=086d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2020-05-29 sceDmacMemcpy(dest=08530020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.1 2020-05-01 Render to area containing texture at 00110000 +480x64
Dante's Inferno™ v1.9.4 2020-04-28 WriteToHardware: Invalid address 0000015c near PC 0890e918 LR 0890eba0
Dante's Inferno™ v1.9.4 2020-04-28 sceDmacMemcpy(dest=084e0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-04-23 WriteToHardware: Invalid address 00000367 near PC 0938e33c LR 0937fc18
Dante's Inferno™ v1.9.4 2020-04-23 ReadFromHardware: Invalid address 3f800068 near PC 0938e33c LR 0937fc18
Dante's Inferno™ v1.9.4 2020-04-23 WriteToHardware: Invalid address 00000029 near PC 0938e33c LR 0937fc18
Dante's Inferno™ v1.9.4 2020-04-08 Render to area containing texture at 04161800 +64x0
Dante's Inferno™ v1.9.4 2020-04-08 Ignoring possible render to texture at 04161800 +0x64 / 480x272
Dante's Inferno™ v1.9.4 2020-04-08 Rendering to framebuffer offset: 04161800 +64x0
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-04-04 __KernelStopThread: thread 347 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-04-04 __KernelStopThread: thread 349 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-07-05 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-04-04 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-04-04 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.9.4 2020-03-28 Failed decrypting the PRX (ret = -1, size = 3034980, psp_size = 3035328)!
Dante's Inferno™ v1.9.4 2020-03-19 Render to area containing texture at 04110000 +448x64
Dante's Inferno™ v1.9.4 2020-01-20 Render to area containing texture at 04110000 +448x0
Dante's Inferno™ v1.9.4 2020-01-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r2p1_05rel0 [Revision 96995]. 01f15515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_lightat
Dante's Inferno™ v1.9.4 2020-05-14 Unknown GetPointer 00000000 PC 08b6f3ac LR 08b6f3ac
Dante's Inferno™ v1.9.4 2020-01-01 Error in shader compilation: info: 0:1: L0009: Missing main() function for shader postshader
Dante's Inferno™ v1.9.4 2020-06-21 sceDmacMemcpy(dest=08680020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-02-17 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]. 01f15515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_lightat
Dante's Inferno™ v1.9.4 2019-11-11 Unknown GetPointer 00000000 PC 08b67190 LR 08b67190
Dante's Inferno™ v1.8.0 2019-09-29 Unknown GetPointer 00000000 PC 0894c2f8 LR 08900244
Dante's Inferno™ v1.8.0 2019-09-20 WriteToHardware: Invalid address 000004e4 near PC 08b3b1f0 LR 08b3b0d8
Dante's Inferno™ v1.8.0 2019-09-11 ReadFromHardware: Invalid address ff333333 near PC ff333333 LR 092ec378
Dante's Inferno™ v1.8.0 2019-07-29 Unknown GetPointer 00000000 PC 00000000 LR 092dfba8
Dante's Inferno™ v1.8.0 2019-07-29 ReadFromHardware: Invalid address 25fff54e near PC 092dfb98 LR 092dfb8c
Dante's Inferno™ v1.7.5-357-g79d4b0f5a 2019-07-16 Attempting to texture from target (src=04110000 / target=04110000 / flags=7)
Dante's Inferno™ v1.9.4 2020-06-01 sceDmacMemcpy(dest=08620020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-29 sceDmacMemcpy(dest=08420020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-09 Unknown GetPointer 00000000 PC 08b3cf80 LR 08000030
Dante's Inferno™ v1.8.0 2020-03-12 sceDmacMemcpy(dest=086b0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-04-06 sceDmacMemcpy(dest=08500020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-09 Render to area containing texture at 04110000 +384x0
Dante's Inferno™ v1.9.4 2020-07-10 Unknown GetPointer 00000000 PC 089d8558 LR 089d8558
Dante's Inferno™ v1.9.4 2020-05-07 sceDmacMemcpy(dest=085a0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-17 Unknown GetPointer 00000000 PC 08b66a5c LR 08b66a5c
Dante's Inferno™ v1.9.4 2019-11-13 sceDmacMemcpy(dest=085f0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-05-29 sceDmacMemcpy(dest=086e0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-04-10 sceDmacMemcpy(dest=084b0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-07-04 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Dante's Inferno™ v1.9.4 2020-03-11 sceDmacMemcpy(dest=08670020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2019-10-29 sceDmacMemcpy(dest=085e0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2019-07-03 sceDmacMemcpy(dest=08640020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-14 sceDmacMemcpy(dest=084d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-18 sceDmacMemcpy(dest=08540020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2019-02-26 Render to area containing texture at 00110000 +384x0
Dante's Inferno™ v1.9.4 2020-04-24 sceDmacMemcpy(dest=08520020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-03-31 sceDmacMemcpy(dest=08560020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.2 2018-12-06 Error in shader compilation: info: Compile failed. 01f15155:00000101 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); 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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); 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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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_cullRangeMa
Dante's Inferno™ v1.7.2 2018-12-06 Error in shader compilation: info: Compile failed. 01f15515:00000101 HWX LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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_cullRangeMa
Dante's Inferno™ v1.9.4 2020-06-21 sceDmacMemcpy(dest=084a0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.4 2019-03-19 Render to area containing texture at 00110000 +480x0
Dante's Inferno™ v1.9.4 2020-07-02 sceDmacMemcpy(dest=08430020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-04-08 Render to texture with different strides 1024 != 512
Dante's Inferno™ v1.6.3 2018-10-19 Ignoring possible render to texture at 00161800 +0x64 / 480x272
Dante's Inferno™ v1.9.4 2020-04-08 Render to texture with different formats 0 != 3
Dante's Inferno™ v1.6.3 2018-10-19 Render to area containing texture at 00161800 +64x0
Dante's Inferno™ v1.6.3 2018-10-19 Rendering to framebuffer offset: 00161800 +64x0
Dante's Inferno™ v1.6.3 2018-10-12 Render to area containing texture at 00162000 +256x0
Dante's Inferno™ v1.6.3 2018-10-12 Rendering to framebuffer offset: 00162000 +256x0
Dante's Inferno™ v1.6.3 2018-10-07 sceDmacMemcpy(dest=08600020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-05-09 sceDmacMemcpy(dest=08440020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.3 2018-09-30 sceDmacMemcpy(dest=085d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-05-28 sceDmacMemcpy(dest=086e00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-12-29 sceDmacMemcpy(dest=08570020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-01-02 sceDmacMemcpy(dest=08470020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-08-23 Render to area containing texture at 00110000 +384x64
Dante's Inferno™ v1.4.2 2018-08-13 ReadFromHardware: Invalid address 0000231e near PC 08904240 LR 08904270
Dante's Inferno™ v1.4.2 2018-08-13 WriteToHardware: Invalid address 00001028 near PC 08904240 LR 08904270
Dante's Inferno™ v1.4.2 2018-08-13 ReadFromHardware: Invalid address 00002324 near PC 0897f780 LR 0933a0c4
Dante's Inferno™ v1.9.4 2020-05-11 sceDmacMemcpy(dest=08690020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-27 sceDmacMemcpy(dest=086c00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-13 sceDmacMemcpy(dest=084c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-05-24 sceDmacMemcpy(dest=08480020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-08-02 WriteToHardware: Invalid address 000a79e0 near PC 08924c88 LR 08924c88
Dante's Inferno™ v1.6.3 2018-07-20 WriteToHardware: Invalid address 0000015c near PC 08b3af08 LR 08b325c0
Dante's Inferno™ v1.6.3 2018-08-26 Render to area containing texture at 00110000 +448x64
Dante's Inferno™ v1.6.3 2018-07-18 WriteToHardware: Invalid address 0000015c near PC 089d85b0 LR 089d8558
Dante's Inferno™ v1.6.3 2018-07-18 WriteToHardware: Invalid address 0003661c near PC 08924c88 LR 08924c88
Dante's Inferno™ v1.6.3 2018-07-23 WriteToHardware: Invalid address 00000000 near PC 08924c88 LR 08924c88
Dante's Inferno™ v1.9.4 2020-05-19 sceDmacMemcpy(dest=08610020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-06-19 WriteToHardware: Invalid address 000004e4 near PC 089d8558 LR 089d8558
Dante's Inferno™ v1.9.4 2020-05-14 GL ran out of GPU memory; switching to low memory mode
Dante's Inferno™ v1.9.4 2020-06-19 sceDmacMemcpy(dest=086d00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.3 2019-11-10 sceDmacMemcpy(dest=08580020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-03-05 sceDmacMemcpy(dest=086a0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2019-03-30 sceDmacMemcpy(dest=086c0020, src=08c012f0, size=65536): overlapping read