Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.5.4 2019-11-15 sceDmacMemcpy(dest=041d5400, src=09259dd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-14 sceDmacMemcpy(dest=041ab800, src=098523d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-13 sceDmacMemcpy(dest=041ae000, src=092d2240, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-13 sceDmacMemcpy(dest=041efc00, src=092d5e70, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-13 sceDmacMemcpy(dest=0419d800, src=09268810, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-13 sceDmacMemcpy(dest=041ae400, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-13 sceDmacMemcpy(dest=04199000, src=0957d440, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-12 sceDmacMemcpy(dest=04199000, src=09467600, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-12 sceDmacMemcpy(dest=041c1000, src=09182920, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-12 sceDmacMemcpy(dest=041a1800, src=08f89670, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-12 sceDmacMemcpy(dest=041e1c00, src=09bca860, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-12 sceDmacMemcpy(dest=041bd400, src=09bb7b70, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-11 sceDmacMemcpy(dest=041eb000, src=09b1bea0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-11 sceDmacMemcpy(dest=041f9000, src=09015cd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2019-11-11 sceDmacMemcpy(dest=041a3800, src=08e2e3e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-11 sceDmacMemcpy(dest=041a5400, src=090eec00, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-10 sceDmacMemcpy(dest=041d9800, src=09428270, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-10 sceDmacMemcpy(dest=041c7c00, src=09c1a030, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-10 sceDmacMemcpy(dest=0419d400, src=096f25b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-10 sceDmacMemcpy(dest=041c1c00, src=092a1ec0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-10 sceDmacMemcpy(dest=0419e800, src=09146a30, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.3-130-g9a5766bcf 2019-11-10 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Tomb Raider: Legend™ v1.9.2 2019-11-10 sceDmacMemcpy(dest=041b9000, src=0971b4d0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-10 sceDmacMemcpy(dest=0419c800, src=08e7fce0, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-11-09 sceDmacMemcpy(dest=041c2c00, src=09a414e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-09 sceDmacMemcpy(dest=041eb800, src=091c26e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-08 sceDmacMemcpy(dest=041ab800, src=09a16870, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-11-08 sceDmacMemcpy(dest=041ed800, src=09a03ed0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-11-06 sceDmacMemcpy(dest=041a2400, src=09ab74a4, size=1024): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-11-06 sceDmacMemcpy(dest=041df400, src=09a58da0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.5 2019-11-06 sceDmacMemcpy(dest=041b1800, src=08dd3af0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.5 2019-11-05 sceDmacMemcpy(dest=041be400, src=08f0ea00, size=17408): overlapping read
Tomb Raider: Legend™ v1.7.5 2019-11-05 sceDmacMemcpy(dest=0419a400, src=091d4540, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.5 2019-11-05 sceDmacMemcpy(dest=041bac00, src=096404e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.7.5 2019-11-05 sceDmacMemcpy(dest=041a0400, src=091ac110, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-11-05 sceDmacMemcpy(dest=041fac00, src=091d7bf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-11-04 sceDmacMemcpy(dest=0419b800, src=09a4f794, size=4096): overlapping read
Tomb Raider: Legend™ v1.9.3-80-g73bf6098e 2019-11-04 __KernelStopThread: thread 419 does not exist
Tomb Raider: Legend™ v1.9.3-80-g73bf6098e 2019-11-04 __KernelStopThread: thread 425 does not exist
Tomb Raider: Legend™ v1.9.3-80-g73bf6098e 2019-11-04 __KernelStopThread: thread 367 does not exist
Tomb Raider: Legend™ v1.9.3-80-g73bf6098e 2019-11-04 __KernelStopThread: thread 286 does not exist
Tomb Raider: Legend™ v1.9.3 2019-11-02 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 r4p0-00rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 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 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 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() { 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; 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; 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;
Tomb Raider: Legend™ v1.8.0 2019-10-27 sceDmacMemcpy(dest=041d1400, src=091e8d90, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-25 sceDmacMemcpy(dest=041df800, src=098d67f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-25 sceDmacMemcpy(dest=041ef000, src=09043460, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-24 sceDmacMemcpy(dest=041bc800, src=09634d20, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-23 sceDmacMemcpy(dest=041c1400, src=09445590, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-23 sceDmacMemcpy(dest=0419b000, src=096e8530, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-23 sceDmacMemcpy(dest=041a9400, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-22 sceDmacMemcpy(dest=041cb400, src=09505930, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2019-10-19 sceDmacMemcpy(dest=041a1400, src=096e34f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-19 sceDmacMemcpy(dest=041dc400, src=091d7bf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-19 sceDmacMemcpy(dest=041aa400, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-17 sceDmacMemcpy(dest=0419a400, src=094485f0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.3 2019-10-15 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 r6p0-00dev0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 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 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 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() { 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; 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; 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;
Tomb Raider: Legend™ v1.9.3 2019-10-14 sceDmacMemcpy(dest=041e9c00, src=092c6890, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-11-10 sceDmacMemcpy(dest=041d6c00, src=095e66e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041af400, src=08d28170, size=33792): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041af400, src=08edb4f0, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041aa400, src=0940dbf0, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041a8000, src=094307c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041a5800, src=09640330, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041ef800, src=098c4840, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041a1400, src=08e08e90, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041f3400, src=099539b0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=0419cc00, src=092e89d4, size=4096): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041b9c00, src=093f6e80, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-09 sceDmacMemcpy(dest=041a1c00, src=093ef620, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-08 sceDmacMemcpy(dest=041eec00, src=09782a50, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-08 sceDmacMemcpy(dest=041ac400, src=097724b0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-08 sceDmacMemcpy(dest=041b2000, src=094ef850, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-10-08 sceDmacMemcpy(dest=041e7400, src=09738830, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2019-10-06 sceDmacMemcpy(dest=0419f800, src=0925e1a0, size=5120): overlapping read
Tomb Raider: Legend™ 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 r2p1_05rel0 [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; }
Tomb Raider: Legend™ v1.9.2 2019-10-05 sceDmacMemcpy(dest=041f1400, src=0931c7a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-28 sceDmacMemcpy(dest=041b5800, src=096e20e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-27 sceDmacMemcpy(dest=041d8000, src=08f04db0, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-26 sceDmacMemcpy(dest=041a9c00, src=094ca5d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-26 sceDmacMemcpy(dest=041d9c00, src=0927ed30, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-26 sceDmacMemcpy(dest=041e7000, src=092774d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-25 sceDmacMemcpy(dest=0419b000, src=09530d50, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-25 sceDmacMemcpy(dest=041a7000, src=09436580, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-24 sceDmacMemcpy(dest=041d3000, src=094add00, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-23 sceDmacMemcpy(dest=041d1800, src=0926b3c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-23 sceDmacMemcpy(dest=041e3400, src=0948e700, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-25 sceDmacMemcpy(dest=041e7800, src=09590a80, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-22 sceDmacMemcpy(dest=041ccc00, src=09b85b70, size=9216): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-22 sceDmacMemcpy(dest=0419a400, src=091d3cd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-22 sceDmacMemcpy(dest=041aac00, src=0973fa60, size=8192): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-21 sceDmacMemcpy(dest=041cbc00, src=09298bd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Tomb Raider: Legend™ v1.8.0 2019-09-20 sceDmacMemcpy(dest=041af800, src=095116f4, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-19 sceDmacMemcpy(dest=041c5800, src=096df0b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-18 sceDmacMemcpy(dest=041af000, src=091d3fc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-17 sceDmacMemcpy(dest=0419ec00, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-14 sceDmacMemcpy(dest=041a1000, src=091d7db0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-14 sceDmacMemcpy(dest=041e9c00, src=091d3fc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-14 sceDmacMemcpy(dest=041ae800, src=096e8530, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-13 sceDmacMemcpy(dest=041b3400, src=09799830, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2019-09-10 sceDmacMemcpy(dest=041eec00, src=094e1a10, size=9216): overlapping read