Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.8.0 2019-07-21 sceDmacMemcpy(dest=041b5c00, src=09530510, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-19 sceDmacMemcpy(dest=041f5000, src=09742d40, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-14 sceDmacMemcpy(dest=041d5400, src=09490d60, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-09 sceDmacMemcpy(dest=041a1400, src=090bf520, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-09 sceDmacMemcpy(dest=041eb800, src=09656840, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-08 sceDmacMemcpy(dest=0419b800, src=096b8720, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-07 sceDmacMemcpy(dest=041cfc00, src=09bc9db0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-07 sceDmacMemcpy(dest=04199000, src=08d30600, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-07 sceDmacMemcpy(dest=041b9400, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-07-04 sceDmacMemcpy(dest=041af000, src=09488e20, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-06-30 Error in shader program link: info: (unknown reason) fs: 00000000:000003ae Tex TexAlpha TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 v = t; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-06-30 Error in shader program link: info: (unknown reason) fs: 00002a82:00000022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-06-30 Error in shader program link: info: (unknown reason) fs: 00000000:0000d000 AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-06-30 WriteToHardware: Invalid address 00000000 near PC 0880a478 LR 0880a478
Tomb Raider: Legend™ v1.8.0 2019-06-28 Unknown GetPointer 00000000 PC 08804000 LR 08000030
Tomb Raider: Legend™ v1.8.0 2019-06-28 sceDmacMemcpy(dest=041d2800, src=09589740, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-28 sceDmacMemcpy(dest=041dcc00, src=0926a990, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-22 sceDmacMemcpy(dest=041bac00, src=08e79890, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-22 sceDmacMemcpy(dest=041a4000, src=08e73af0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-21 sceDmacMemcpy(dest=041e3c00, src=09132a54, size=83968): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-21 sceDmacMemcpy(dest=041cac00, src=091e7590, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-06-21 sceDmacMemcpy(dest=041aa800, src=091c6310, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-21 sceDmacMemcpy(dest=041b1c00, src=095ab340, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-21 sceDmacMemcpy(dest=041ef800, src=08eb3670, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-20 sceDmacMemcpy(dest=041f2800, src=0949ad64, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-20 sceDmacMemcpy(dest=0419fc00, src=096d7844, size=2048): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-19 sceDmacMemcpy(dest=0419f000, src=0950c350, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-19 sceDmacMemcpy(dest=041b1800, src=09595120, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-19 sceDmacMemcpy(dest=041b8000, src=094fbf80, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-19 sceDmacMemcpy(dest=041bc400, src=091d0390, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-18 sceDmacMemcpy(dest=041ddc00, src=097d1810, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-17 sceDmacMemcpy(dest=041aa400, src=096bdf90, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0-237-gd0d8ea3fb 2019-07-10 Unknown GetPointer 00000000 PC 0880a5a4 LR 0880a5a4
Tomb Raider: Legend™ v1.8.0 2019-06-16 sceDmacMemcpy(dest=0419b800, src=096c0ee4, size=4096): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-13 sceDmacMemcpy(dest=041bdc00, src=0975bb90, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-12 sceDmacMemcpy(dest=0419b800, src=090bd900, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-12 sceDmacMemcpy(dest=041b9800, src=096e0ef4, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-11 sceDmacMemcpy(dest=041f9c00, src=091cdb70, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-10 sceDmacMemcpy(dest=04199000, src=093a6310, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-09 sceDmacMemcpy(dest=041d2000, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-09 sceDmacMemcpy(dest=041fec00, src=09791280, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-06-08 sceDmacMemcpy(dest=0419e000, src=096f39a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-30 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]. 03f18444:41000b18 HWX C T N Tex Bones:5 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 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 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 * 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); 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 += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(light
Tomb Raider: Legend™ v1.8.0 2019-05-30 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]. 03f18844:41800b18 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform 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); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u
Tomb Raider: Legend™ v1.8.0 2019-05-30 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]. 03f18444:41c00b18 HWX C T N Tex Bones:8 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, 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 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 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 + 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 * 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); l
Tomb Raider: Legend™ v1.8.0 2019-05-30 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]. 03f14444:41400b18 HWX C T N Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 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 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() { 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; 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; 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_c
Tomb Raider: Legend™ v1.7.4 2019-05-28 sceDmacMemcpy(dest=041b4000, src=098c6620, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-05-26 sceDmacMemcpy(dest=041c0000, src=09a412a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3-492-g9fddfff66 2019-05-26 sceDmacMemcpy(dest=041f8400, src=09429500, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-25 sceDmacMemcpy(dest=041c0c00, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-05-25 sceDmacMemcpy(dest=041c3000, src=09a4e6a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-25 sceDmacMemcpy(dest=041da000, src=09796e80, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-05-24 sceDmacMemcpy(dest=041ca400, src=0934b640, size=8192): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-05-23 sceDmacMemcpy(dest=041d9000, src=0996da40, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-05-23 sceDmacMemcpy(dest=041abc00, src=091cef80, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-20 sceDmacMemcpy(dest=04199000, src=095ceb40, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-18 sceDmacMemcpy(dest=0419f000, src=0952ea30, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-18 sceDmacMemcpy(dest=041c7000, src=094f3c00, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-17 sceDmacMemcpy(dest=041d7c00, src=093c61a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-17 sceDmacMemcpy(dest=041c7000, src=09958610, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-17 sceDmacMemcpy(dest=041d6c00, src=09c3ba50, size=8192): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-17 sceDmacMemcpy(dest=041c1400, src=09b4e300, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-16 sceDmacMemcpy(dest=041c7c00, src=09509184, size=3072): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-16 sceDmacMemcpy(dest=041b5400, src=09b47eb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-16 sceDmacMemcpy(dest=041fc000, src=093b1450, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-14 sceDmacMemcpy(dest=041a1400, src=09b019d0, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-13 sceDmacMemcpy(dest=04199000, src=09510970, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-12 sceDmacMemcpy(dest=041cec00, src=096f5bd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-10 sceDmacMemcpy(dest=041a1400, src=0998a190, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-10 sceDmacMemcpy(dest=041a6800, src=09c09c00, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-10 sceDmacMemcpy(dest=041a1400, src=09a0ddf0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-09 sceDmacMemcpy(dest=041ca400, src=098b12b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-09 sceDmacMemcpy(dest=041c7000, src=0950bf40, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-07 sceDmacMemcpy(dest=041c7000, src=09507ea0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-07 sceDmacMemcpy(dest=04199000, src=094fc1b0, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-06 sceDmacMemcpy(dest=04199000, src=094f8110, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-06 sceDmacMemcpy(dest=0419b000, src=095e8cd0, size=8192): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-05 sceDmacMemcpy(dest=0419fc00, src=0971b810, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-04 sceDmacMemcpy(dest=0419c400, src=09a65430, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-04 sceDmacMemcpy(dest=0419d400, src=09878a30, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-04 sceDmacMemcpy(dest=041bfc00, src=096766c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-04 sceDmacMemcpy(dest=041a2800, src=08f72d90, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-03 sceDmacMemcpy(dest=041e4c00, src=08e3cc70, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-03 sceDmacMemcpy(dest=0419a400, src=092c0220, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-03 sceDmacMemcpy(dest=041a9000, src=09791650, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-03 sceDmacMemcpy(dest=041d8800, src=091d53e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-03 sceDmacMemcpy(dest=041b1c00, src=09086fe0, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-02 sceDmacMemcpy(dest=041c6c00, src=0933b330, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-05-02 sceDmacMemcpy(dest=041ae400, src=093c8790, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-05-02 sceDmacMemcpy(dest=041ec400, src=09c94f90, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-04-30 sceDmacMemcpy(dest=041c8400, src=090d8d90, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-04-29 sceDmacMemcpy(dest=041df000, src=08e7bed0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-27 sceDmacMemcpy(dest=041db400, src=0913b710, size=32768): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-04-26 sceDmacMemcpy(dest=041e0400, src=09195900, size=8192): overlapping read
Tomb Raider: Legend™ v1.6.3 2019-04-26 sceDmacMemcpy(dest=041f9400, src=093c6530, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-26 sceDmacMemcpy(dest=041cec00, src=096134a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-26 sceDmacMemcpy(dest=041a1c00, src=09360760, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-25 sceDmacMemcpy(dest=04199000, src=08e56ff0, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-25 sceDmacMemcpy(dest=04199000, src=097c96c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-04-25 sceDmacMemcpy(dest=041e1c00, src=09a21370, size=5120): overlapping read