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| Game title |
Version |
Latest Report |
Message |
| TEKKEN DARK RESURRECTION |
v1.12.3 |
2026-01-05 |
sceDmacMemcpy(dest=08600df0, src=095ed480, size=91488): overlapping read |
| TEKKEN DARK RESURRECTION |
v1.15.4-1188-gca40de852 |
2025-12-26 |
Error in shader compilation: info: 0:66: L0001: Unknown character ''(1)
0:67: L0001: Unknown character ''(8)
0:67: L0001: Unknown character '@'(64)
0:67: L0001: Unknown character '�'(128)
0:65: L0002: Undeclared variable 'u_'
0:66: L0002: Undeclared variable 'u_matfiffuwe'
0:67: L0002: Undeclared variable 'u_oat'
0:255: L0001: Expected token '}', found 'end of file'
01000000:80000b21 HWX T N LM Light: LightUberShader Cull
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
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 lowp vec3 u_lightspecular0;
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 lowp vec3 u_lightspecular1;
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 lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_-AtambientAlp(a;
vec3 diffuseColor = u_matfiffuwe.rgb;
vec3 specularColor = u_oat{pecular @u_matemissive�.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + |
| TEKKEN DARK RESURRECTION |
v1.15.4-1188-gca40de852 |
2025-12-26 |
Error in shader compilation: info: 0:31: L0002: Undeclared variable 'u_'
00000000:00000928 HWX C T Cull
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_-AtambientAlp(a;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| TEKKEN DARK RESURRECTION |
v1.15.4-1188-gca40de852 |
2025-12-26 |
Error in shader compilation: info: 0:66: L0001: Unknown character ''(1)
0:67: L0001: Unknown character ''(8)
0:67: L0001: Unknown character '@'(64)
0:67: L0001: Unknown character '�'(128)
0:65: L0002: Undeclared variable 'u_'
0:66: L0002: Undeclared variable 'u_matfiffuwe'
0:67: L0002: Undeclared variable 'u_oat'
0:254: L0001: Expected token '}', found 'end of file'
01000000:800d0b20 HWX T N TexProjNrm UVMtx Light: LightUberShader Cull
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:800d0b20 HWX T N TexProjNrm UVMtx Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
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 lowp vec3 u_lightspecular0;
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 lowp vec3 u_lightspecular1;
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 lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_-AtambientAlp(a;
vec3 diffuseColor = u_matfiffuwe.rgb;
vec3 specularColor = u_oat{pecular @u_matemissive�.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
|
| TEKKEN DARK RESURRECTION |
v1.15.4-1188-gca40de852 |
2025-12-26 |
Error in shader compilation: info: 0:65: L0001: Unknown character ''(1)
0:66: L0001: Unknown character ''(8)
0:66: L0001: Unknown character '@'(64)
0:66: L0001: Unknown character '�'(128)
0:64: L0002: Undeclared variable 'u_'
0:65: L0002: Undeclared variable 'u_matfiffuwe'
0:66: L0002: Undeclared variable 'u_oat'
0:253: L0001: Expected token '}', found 'end of file'
01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 320 es
// Driver: Mali-G31 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
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 lowp vec3 u_lightspecular0;
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 lowp vec3 u_lightspecular1;
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 lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_-AtambientAlp(a;
vec3 diffuseColor = u_matfiffuwe.rgb;
vec3 specularColor = u_oat{pecular @u_matemissive�.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnor |
| TEKKEN DARK RESURRECTION |
v1.19.3-787-g5aa0856280 |
2025-12-25 |
__KernelStopThread: thread 783 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.19.3-787-g5aa0856280 |
2025-12-25 |
__KernelStopThread: thread 783 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.19.3-787-g5aa0856280 |
2025-12-25 |
__KernelStopThread: thread 551 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.19.3-787-g5aa0856280 |
2025-12-25 |
__KernelStopThread: thread 551 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-14 |
UI scissor out of bounds in GamePauseScreen: 324,10-152,262 / 272,483 |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-14 |
UI scissor out of bounds in GamePauseScreen: 0,10-320,262 / 272,483 |
| TEKKEN DARK RESURRECTION |
v1.15.3 |
2025-11-08 |
sceDmacMemcpy(dest=49d2b500, src=49d074e0, size=2016): overlapping read |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-11-07 |
__KernelStopThread: thread 535 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-11-07 |
__KernelStopThread: thread 535 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-14 |
UI scissor out of bounds in GamePauseScreen: 92,17-57,841 / 272,483 |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-14 |
UI scissor out of bounds in GamePauseScreen: 0,17-90,841 / 272,483 |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-10 |
UI scissor out of bounds in GamePauseScreen: 576,5-269,148 / 483,272 |
| TEKKEN DARK RESURRECTION |
v1.14.2 |
2025-11-10 |
UI scissor out of bounds in GamePauseScreen: 0,5-568,148 / 483,272 |
| TEKKEN DARK RESURRECTION |
v1.15.3 |
2025-11-01 |
sceDmacMemcpy(dest=49d27500, src=49d1f500, size=1984): overlapping read |
| TEKKEN DARK RESURRECTION |
v1.6.3 |
2025-10-27 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:09a00002 Tex Fog 2x StenToAlpha Sten1 TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN DARK RESURRECTION |
v1.6.3 |
2025-10-27 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN DARK RESURRECTION |
v1.6.3 |
2025-10-27 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:05a00022 Tex TexAlpha Fog 2x StenToAlpha Sten0 TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 01700111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN DARK RESURRECTION |
v1.15.3 |
2025-09-01 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |
| TEKKEN DARK RESURRECTION |
v1.6.3 |
2025-08-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00a17002 Tex Fog 2x TFuncMod AlphaTest0 !=
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying highp float v_fogdepth;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01010000:0000091c HWX C T Fog Tex Light: MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying highp vec3 v_texcoord;
varying highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN DARK RESURRECTION |
v1.6.3 |
2025-08-12 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
}
vs: 01010000:00000918 HWX C T Tex Light: MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
varying lowp vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| TEKKEN DARK RESURRECTION |
v1.11.3 |
2025-07-28 |
sceDmacMemcpy(dest=49d27500, src=49d10a30, size=656): overlapping read |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-07-17 |
__KernelStopThread: thread 957 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-07-17 |
__KernelStopThread: thread 957 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2025-07-16 |
sceDmacMemcpy(dest=49d2f500, src=49cf7890, size=1072): overlapping read |
| TEKKEN DARK RESURRECTION |
v1.19.2 |
2025-07-16 |
sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring |
| TEKKEN DARK RESURRECTION |
v1.19.2 |
2025-06-30 |
__KernelStopThread: thread 504 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.19.2 |
2025-06-30 |
__KernelStopThread: thread 504 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-06-10 |
__KernelStopThread: thread 499 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-06-10 |
__KernelStopThread: thread 499 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.16.6 |
2025-06-07 |
Unimplemented HLE function sceUtilityGetNetParam |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-06-05 |
__KernelStopThread: thread 1982 does not exist (ApctlThread stopped) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-06-05 |
__KernelStopThread: thread 1982 does not exist (ApctlThread deleted) |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b904 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8d0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 03107200 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 03100400 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8c0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 0310d1c0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 078402b0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3baf0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3bad0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030fb700 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3baec in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3baf4 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b9c8 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3bae0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ef3c0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030e9b80 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3baf8 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030fc200 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030e9bc0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 078229f0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8f4 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 0310d210 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8e4 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 07822a10 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030eeb80 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 07843040 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030e9240 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ff900 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 078224b0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8f0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ebd80 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 03106700 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8f8 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ed9c0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b880 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 07840250 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ecc00 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 0310c990 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8e0 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b898 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b870 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 0310cdd0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 0310c940 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ed980 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b894 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b6a4 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ebd40 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b8dc in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b88c in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b754 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b768 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b698 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ee340 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b694 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ed1a0 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b890 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b690 in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ee200 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030fac00 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 08c3b67c in block starting at 08c3b670 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 030ed180 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-21 |
Jump to invalid address: 06d6da44 |
| TEKKEN DARK RESURRECTION |
v1.18.1 |
2025-05-21 |
Branch in Jump delay slot at 09b2d018 in block starting at 09b2ce80 |