Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.10.3 2020-09-23 sceDmacMemcpy(dest=041bac00, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-23 sceDmacMemcpy(dest=0419e400, src=09513cb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=0419b000, src=097c4e30, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041a6800, src=09b030a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-17 sceDmacMemcpy(dest=041b3c00, src=096f4930, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-17 sceDmacMemcpy(dest=041a0c00, src=0944b8f4, size=3072): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-17 RET: Stack empty!
Tomb Raider: Legend™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=0419c800, src=099a71e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-16 sceDmacMemcpy(dest=0419b800, src=08f35e70, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-16 sceDmacMemcpy(dest=041ce800, src=0970f2f0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=0419e800, src=0950e680, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041a4400, src=0930f160, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041bcc00, src=08f04920, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041e2c00, src=0930b530, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=0419e000, src=092f8840, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041b3000, src=08e48d80, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041c1000, src=09958b00, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041ec400, src=0960db20, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041f7400, src=093fa290, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=04199000, src=0943d940, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041d1800, src=099e0870, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-15 sceDmacMemcpy(dest=041bec00, src=09475b40, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041b9800, src=094112c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041bc000, src=096da680, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041bc000, src=09607410, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-14 sceDmacMemcpy(dest=041e9000, src=0973a510, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-14 sceDmacMemcpy(dest=0419b000, src=09348080, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-14 sceDmacMemcpy(dest=0419f800, src=08fd3360, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-13 sceDmacMemcpy(dest=041a9000, src=08e9aa00, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-13 sceDmacMemcpy(dest=04199000, src=09495680, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.2 2020-09-13 sceDmacMemcpy(dest=041e4000, src=095bacb0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-09-13 sceDmacMemcpy(dest=0419f800, src=096da880, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=0419c800, src=0961bcb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=041b2000, src=093d58e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=04199000, src=0953cd50, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-11 sceDmacMemcpy(dest=041a3000, src=0930d3b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-11 sceDmacMemcpy(dest=041fb400, src=09609f40, size=9216): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-11 sceDmacMemcpy(dest=041f0c00, src=08e3f120, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-10 sceDmacMemcpy(dest=041c3400, src=0936f0f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-10 sceDmacMemcpy(dest=0419b800, src=098a88d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-10 sceDmacMemcpy(dest=041b7400, src=0952b564, size=1024): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-10 sceDmacMemcpy(dest=041dfc00, src=08fc9010, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-10 sceDmacMemcpy(dest=041c3c00, src=09431200, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-10 sceDmacMemcpy(dest=041eb000, src=09bb1650, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-09-07 sceDmacMemcpy(dest=041ad800, src=095e9a90, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2020-09-06 sceDmacMemcpy(dest=041b1800, src=09605eb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-05 sceDmacMemcpy(dest=0419a400, src=08f3d310, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=04199000, src=092605b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041c0800, src=09803400, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041c9c00, src=0977eff0, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041bfc00, src=090d78c0, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041ac400, src=099f3580, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041bc000, src=08e394b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041cb800, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=0419d800, src=08e2cc40, size=9216): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=0419d800, src=092156b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-04 sceDmacMemcpy(dest=0419b000, src=091d67f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-03 sceDmacMemcpy(dest=041f5400, src=096c8120, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-03 sceDmacMemcpy(dest=041ab000, src=0983dbc0, size=9216): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-03 sceDmacMemcpy(dest=041b8400, src=08fe83c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-03 sceDmacMemcpy(dest=041f1800, src=090e27c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-03 sceDmacMemcpy(dest=041ebc00, src=093661a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-03 sceDmacMemcpy(dest=041aac00, src=08f3fb30, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-02 sceDmacMemcpy(dest=041a5c00, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-09-02 sceDmacMemcpy(dest=041e9400, src=099a44a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-02 sceDmacMemcpy(dest=041af800, src=09a54980, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-02 sceDmacMemcpy(dest=04199000, src=0988b170, size=131072): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-09-02 sceDmacMemcpy(dest=041a9000, src=09a9e310, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-02 sceDmacMemcpy(dest=041a2400, src=0972ba40, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-02 sceDmacMemcpy(dest=041abc00, src=0972ba40, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-02 sceDmacMemcpy(dest=041ddc00, src=09456cc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-09-01 sceDmacMemcpy(dest=041a0c00, src=09c76ae0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-29 sceDmacMemcpy(dest=04199000, src=09bc5420, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-29 sceDmacMemcpy(dest=0419e000, src=093d9100, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-08-28 sceDmacMemcpy(dest=041e4800, src=098339e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-26 sceDmacMemcpy(dest=041db800, src=08e0bac0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-26 sceDmacMemcpy(dest=041e5800, src=098da990, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-08-25 sceDmacMemcpy(dest=041fe400, src=096e7120, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-24 sceDmacMemcpy(dest=041e9c00, src=095d2d50, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-23 sceDmacMemcpy(dest=041ce400, src=099f8a20, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-22 sceDmacMemcpy(dest=041ff400, src=09268aa4, size=3072): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-08-21 sceDmacMemcpy(dest=0419b000, src=09a9bd50, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-08-20 sceDmacMemcpy(dest=04199000, src=093bf920, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.2 2020-08-20 sceDmacMemcpy(dest=041a0c00, src=096bffe0, size=9216): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-19 sceDmacMemcpy(dest=041fac00, src=090527f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-19 sceDmacMemcpy(dest=041a3800, src=091d7bf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-19 sceDmacMemcpy(dest=041ef400, src=09228530, size=8192): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-19 sceDmacMemcpy(dest=041fdc00, src=091fa3b4, size=8192): overlapping read
Tomb Raider: Legend™ v1.10.3 2020-08-18 sceDmacMemcpy(dest=041d0c00, src=096e5570, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-18 sceDmacMemcpy(dest=0419c400, src=099f2c30, size=17408): overlapping read
Tomb Raider: Legend™ v1.9.3 2020-08-20 sceDmacMemcpy(dest=041a5800, src=099ebcc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0-454-g492df41b7 2020-08-17 sceDmacMemcpy(dest=0419e000, src=09a5dfe0, size=9216): overlapping read
Tomb Raider: Legend™ v1.7.4 2020-08-17 sceDmacMemcpy(dest=0419cc00, src=098aaa50, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0100002e Tex TexAlpha StenToAlpha StenUniform TFuncRepl #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:003a0b18 HWX C T N Tex UVEnv 2: c:0 t:0 3: c:0 t:0 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0100002e Tex TexAlpha StenToAlpha StenUniform TFuncRepl #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310000:003a0b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0100002e Tex TexAlpha StenToAlpha StenUniform TFuncRepl #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310004:003a0b18 HWX C T N Tex UVEnv Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0100002e Tex TexAlpha StenToAlpha StenUniform TFuncRepl #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310040:003a0b18 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0100d02e Tex TexAlpha StenToAlpha StenUniform TFuncRepl AlphaTest > #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:003a0b18 HWX C T N Tex UVEnv 2: c:0 t:0 3: c:0 t:0 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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; v_color0 = color0; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.10.3 2020-08-16 sceDmacMemcpy(dest=041c2000, src=091d3fc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.3 2020-09-06 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP1, 1f + @TMP2 fs: 00000000:0100d02e Tex TexAlpha StenToAlpha StenUniform TFuncRepl AlphaTest > #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310048:003a0b18 HWX C T N Tex UVEnv Light: 0: c:0 t:2 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 vec3 u_lightpos3; 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; out lowp vec4 v_color0; out 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); angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }