Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.12.3 2022-01-19 sceDmacMemcpy(dest=04199000, src=0976f6c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2022-01-19 sceDmacMemcpy(dest=041b4400, src=09aaa0e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2022-01-19 sceDmacMemcpy(dest=041a5400, src=099050c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2022-01-19 sceDmacMemcpy(dest=041e1000, src=09bec4e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-16 sceDmacMemcpy(dest=041a0000, src=0991a380, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-15 sceDmacMemcpy(dest=041dac00, src=093b8720, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-14 sceDmacMemcpy(dest=041f0000, src=0918cb40, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-12 sceDmacMemcpy(dest=0419a400, src=08e22ba0, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2022-01-12 sceDmacMemcpy(dest=041d3c00, src=09b04c30, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2022-01-12 sceDmacMemcpy(dest=041ec400, src=08f7d730, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-10 sceDmacMemcpy(dest=041ba000, src=09a4eb30, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-09 sceDmacMemcpy(dest=041be000, src=093ac870, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2022-01-09 sceDmacMemcpy(dest=041df000, src=0993db80, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-09 sceDmacMemcpy(dest=041b0800, src=097f6420, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-07 sceDmacMemcpy(dest=041f4c00, src=09117480, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-07 sceDmacMemcpy(dest=041e5800, src=09aff700, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2022-01-06 sceDmacMemcpy(dest=0419f800, src=08f38160, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-06 sceDmacMemcpy(dest=04199000, src=0914eaa0, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-06 sceDmacMemcpy(dest=041fdc00, src=096d04d0, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-06 sceDmacMemcpy(dest=041b8400, src=091d6340, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-05 sceDmacMemcpy(dest=0419cc00, src=098f4510, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-05 sceDmacMemcpy(dest=041a8800, src=09b85d40, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-04 sceDmacMemcpy(dest=041e3c00, src=098670c0, size=8192): overlapping read
Tomb Raider: Legend™ v1.11.2 2022-01-04 sceDmacMemcpy(dest=041ae800, src=093bebc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x75dacb57
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x66c64821
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x5f5e32af
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x58251346
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNpService': 0x4e851b10
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNp': 0xa0be3c4b
Tomb Raider: Legend™ v1.10.3 2022-01-04 Unknown syscall in known module 'sceNp': 0x7e0864df
Tomb Raider: Legend™ v1.12.3 2022-01-03 sceDmacMemcpy(dest=041ddc00, src=095645f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-12-31 sceDmacMemcpy(dest=041ea800, src=09583350, size=8192): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-12-31 sceDmacMemcpy(dest=041c6800, src=09583350, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.2 2021-12-30 sceDmacMemcpy(dest=041e7000, src=08e3f490, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2021-12-30 Ignoring func export scePsmfPlayer/1e57a8e7, already implemented in HLE.
Tomb Raider: Legend™ v1.10.2 2021-12-30 Ignoring func export scePsmfPlayer/1078c008, already implemented in HLE.
Tomb Raider: Legend™ v1.11.3 2021-12-29 sceDmacMemcpy(dest=041aac00, src=0965fa60, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-12-29 sceDmacMemcpy(dest=041a3c00, src=09603c10, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.2 2021-12-27 sceDmacMemcpy(dest=041a1400, src=093c27f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3-491-gcc767622d 2021-12-26 sceDmacMemcpy(dest=041b8c00, src=096e92f4, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.2 2021-12-24 sceDmacMemcpy(dest=041d4800, src=09a50340, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.2 2021-12-24 sceDmacMemcpy(dest=041c4400, src=0940dd20, size=9216): overlapping read
Tomb Raider: Legend™ v1.11.2 2021-12-24 sceDmacMemcpy(dest=041b4000, src=093e19b4, size=2048): overlapping read
Tomb Raider: Legend™ v1.11.2 2021-12-22 sceDmacMemcpy(dest=041fbc00, src=09757080, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.2 2021-12-16 sceDmacMemcpy(dest=041a3800, src=08e41670, size=9216): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-12-16 sceDmacMemcpy(dest=041a7c00, src=0926a990, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2021-12-14 sceDmacMemcpy(dest=041a1c00, src=09bafa60, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2021-12-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 03710484:41000b18 HWX C T N Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; 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 * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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; }
Tomb Raider: Legend™ v1.9.4 2021-12-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 03710484:40c00b18 HWX C T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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() { 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 * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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; }
Tomb Raider: Legend™ v1.9.4 2021-12-14 sceDmacMemcpy(dest=041a8800, src=094c2c00, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2021-12-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 03f18044:41800b18 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; 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 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 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 mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { 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; 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 * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_c
Tomb Raider: Legend™ v1.9.4 2021-12-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 03f18444:41800b18 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; 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 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { 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; 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 * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb +
Tomb Raider: Legend™ v1.9.4 2021-12-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 01f14044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); 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_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; }
Tomb Raider: Legend™ v1.11.3 2021-12-14 sceDmacMemcpy(dest=041b3000, src=096bdf90, size=9216): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-12-12 sceDmacMemcpy(dest=0419d000, src=09649de0, size=9216): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-12-07 sceDmacMemcpy(dest=041b1000, src=097c0c00, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-12-02 sceDmacMemcpy(dest=041b1c00, src=09738830, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-30 sceDmacMemcpy(dest=041b3800, src=099c1124, size=8192): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-28 sceDmacMemcpy(dest=041f4400, src=095fe3d0, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-28 sceDmacMemcpy(dest=041b1c00, src=09508380, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-27 sceDmacMemcpy(dest=041a4c00, src=09aabaa0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-27 sceDmacMemcpy(dest=041a4c00, src=099bdf74, size=3072): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-27 sceDmacMemcpy(dest=041a0400, src=091c4a60, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2021-11-26 sceDmacMemcpy(dest=041a1400, src=08e74850, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-25 sceDmacMemcpy(dest=041b8400, src=09736010, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-11-21 sceDmacMemcpy(dest=041ac400, src=09b7c980, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-11-18 sceDmacMemcpy(dest=041c3800, src=09229360, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2021-11-17 sceDmacMemcpy(dest=0419dc00, src=09846380, size=8192): overlapping read
Tomb Raider: Legend™ v1.6.3 2021-11-16 sceDmacMemcpy(dest=0419b800, src=09425660, size=9216): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-11-11 sceDmacMemcpy(dest=04199000, src=09218cb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-05 sceDmacMemcpy(dest=0419c400, src=0929ccc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2021-11-14 sceDmacMemcpy(dest=041c1400, src=096c25d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2021-11-04 sceDmacMemcpy(dest=041d0c00, src=096efd90, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-11-04 sceDmacMemcpy(dest=041b6000, src=092d1130, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-03 sceDmacMemcpy(dest=041a1800, src=08eedd10, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-11-02 sceDmacMemcpy(dest=041fa800, src=09b245a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-11-01 sceDmacMemcpy(dest=041e7800, src=09606580, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-11-01 sceDmacMemcpy(dest=041a5000, src=09905824, size=2048): overlapping read
Tomb Raider: Legend™ v1.10.3 2021-10-31 sceDmacMemcpy(dest=041db000, src=091d6340, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-31 sceDmacMemcpy(dest=041fd400, src=08f9ebd0, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-29 sceDmacMemcpy(dest=041c1400, src=08f742a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-28 sceDmacMemcpy(dest=041be400, src=09061890, size=8192): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-10-25 sceDmacMemcpy(dest=041bf800, src=094d2800, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2021-10-25 sceDmacMemcpy(dest=041f3000, src=09a48da0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2021-10-24 sceDmacMemcpy(dest=041cd000, src=0957a7f0, size=8192): overlapping read
Tomb Raider: Legend™ v1.12 2021-10-24 sceDmacMemcpy(dest=041cb800, src=0987ee80, size=5120): overlapping read
Tomb Raider: Legend™ v1.12 2021-10-23 sceDmacMemcpy(dest=0419d800, src=09413590, size=32768): overlapping read
Tomb Raider: Legend™ v1.12.3-68-g4bd4cde4a 2021-10-23 sceDmacMemcpy(dest=041ae000, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-23 sceDmacMemcpy(dest=041e2000, src=09267010, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-22 sceDmacMemcpy(dest=041f6000, src=09635b04, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-22 sceDmacMemcpy(dest=041e2000, src=09b186a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-22 sceDmacMemcpy(dest=041aac00, src=096bc3e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.2 2021-10-22 sceDmacMemcpy(dest=0419b800, src=095b9334, size=4096): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-22 sceDmacMemcpy(dest=041a5000, src=093502c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.11.3 2021-10-21 sceDmacMemcpy(dest=041d2400, src=09658100, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-10-20 sceDmacMemcpy(dest=041bc000, src=09126c80, size=5120): overlapping read