Recent logs - Medal of Honor Heroes™

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Game title Version Latest Report Message
Medal of Honor Heroes™ v1.10.3 2020-10-30 Failed decrypting the PRX (ret = -1, size = 3133933, psp_size = 3134272)!
Medal of Honor Heroes™ v1.10.3 2020-10-26 Video out requested, not supported: mode=0 size=0,0
Medal of Honor Heroes™ v1.10.3 2020-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2020-10-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-10-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147747640
Medal of Honor Heroes™ v1.10.3-433-g20eef073b 2020-10-15 Texturing from framebuffer with incompatible format 8888 != 565 at 04000000
Medal of Honor Heroes™ v1.10.3 2020-10-10 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
Medal of Honor Heroes™ v1.10.3 2020-10-10 GE Interrupt: newState might be 1
Medal of Honor Heroes™ v1.10.3-834-g4f43cff5c 2020-10-04 __KernelStopThread: thread 283 does not exist
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-09-29 Inter-buffer memcpy 04088000 -> 04000000
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Medal of Honor Heroes™ v1.10.3 2020-10-23 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-10-01 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Medal of Honor Heroes™ v1.10.3 2020-10-01 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2020-10-01 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Medal of Honor Heroes™ v1.10.3 2020-09-21 80020001=sceKernelCreateMutex(): invalid name
Medal of Honor Heroes™ v1.10.3 2020-09-21 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
Medal of Honor Heroes™ v1.10.3 2020-09-21 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Medal of Honor Heroes™ v1.10.3 2020-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3-686-g68735b4e5 2020-09-17 __KernelStopThread: thread 457 does not exist
Medal of Honor Heroes™ v1.10.3-686-g68735b4e5 2020-09-17 __KernelStopThread: thread 505 does not exist
Medal of Honor Heroes™ v1.10.3-686-g68735b4e5 2020-09-17 Unimplemented HLE function sceNetResolverCreate
Medal of Honor Heroes™ v1.10.3-700-g3a38e0dfd 2020-09-17 __KernelStopThread: thread 451 does not exist
Medal of Honor Heroes™ v1.9.4 2020-09-08 An uneaten prefix at end of block: 088629e8
Medal of Honor Heroes™ v1.10.3 2020-09-03 Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2020-10-03 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2020-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2020-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.3 2020-08-28 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
Medal of Honor Heroes™ v1.10.2 2020-08-21 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Medal of Honor Heroes™ v1.10.2 2020-08-21 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Medal of Honor Heroes™ v1.10.2 2020-08-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Medal of Honor Heroes™ v1.10.2 2020-08-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Medal of Honor Heroes™ v1.10.2 2020-08-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Medal of Honor Heroes™ v1.10.3 2020-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x75dacb57
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x66c64821
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x5f5e32af
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x58251346
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpService': 0x4e851b10
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
Medal of Honor Heroes™ v1.10.3 2020-08-17 Unknown syscall in known module 'sceNp': 0xbb069a87
Medal of Honor Heroes™ v1.10.3 2020-09-03 Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
Medal of Honor Heroes™ v1.10.3 2020-10-01 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Medal of Honor Heroes™ v1.10.3 2020-10-18 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Medal of Honor Heroes™ v1.10.2 2020-07-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.2 2020-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.10.2 2020-07-20 Traditional relocations unsupported.
Medal of Honor Heroes™ v1.10.1 2020-07-11 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Medal of Honor Heroes™ v1.10.2 2020-07-09 80020001=sceKernelCreateSema(): invalid name
Medal of Honor Heroes™ v1.10.2 2020-07-09 Unknown GetPointer 00000000 PC 089e3840 LR 089e3840
Medal of Honor Heroes™ v1.9.4 2020-05-23
Medal of Honor Heroes™ v1.9.4 2020-04-12 BlockTransfer: Bad source transfer address f8d10480!
Medal of Honor Heroes™ v1.9.4 2020-04-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact mali[email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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; }
Medal of Honor Heroes™ v1.9.4 2020-02-24 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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; }
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-02-18 __KernelStopThread: thread 1703 does not exist
Medal of Honor Heroes™ v1.9.4 2020-10-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p2-01rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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; }
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-21 __KernelStopThread: thread 2145 does not exist
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 275 does not exist
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 4075 does not exist
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 4083 does not exist
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-17 __KernelStopThread: thread 340 does not exist
Medal of Honor Heroes™ v1.9.3-80-g73bf6098e 2020-01-16 __KernelStopThread: thread 304 does not exist
Medal of Honor Heroes™ v1.9.4 2020-01-10 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 r6p0-01rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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; }