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Game title |
Version |
Latest Report |
Message |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-24 |
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 r10p0-00rel0 [Revision 96995].
01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPo |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-24 |
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 r10p0-00rel0 [Revision 96995].
01f04440:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f04440:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
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 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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u |
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-24 |
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 r10p0-00rel0 [Revision 96995].
01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
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) || |
Marvel™ Ultimate Alliance |
v1.14.1 |
2023-01-19 |
UI scissor out of bounds in GamePauseScreen: 1762,36-551,1044 / 1080,2340 |
Marvel™ Ultimate Alliance |
v1.14.1 |
2023-01-19 |
UI scissor out of bounds in GamePauseScreen: 76,36-1668,1044 / 1080,2340 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2023-01-18 |
80630007=sceAtracSetData(2, 08d4b180, 00004f20): atracID uses different codec type than data |
Marvel™ Ultimate Alliance |
v1.11.3 |
2023-01-18 |
80630007=sceAtracSetData(2, 08d4b180, 000035f8): atracID uses different codec type than data |
Marvel™ Ultimate Alliance |
v1.10.3 |
2023-01-07 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
Marvel™ Ultimate Alliance |
v1.10.3 |
2023-01-07 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822d644, firstSym=0822d4c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d654, firstSym=0822d4e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d658, firstSym=0822d4e8, varData=00000000, extra=00000000
|
Marvel™ Ultimate Alliance |
v1.13.2 |
2023-01-08 |
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 r8p1-00rel0 [Revision 96995].
01700444:00050b39 HWX C T N LM Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 mediump mat4 u_texmtx;
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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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;
}
|
Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-05 |
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 r8p1-00rel0 [Revision 96995].
01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
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) || ( |
Marvel™ Ultimate Alliance |
v1.12.2 |
2022-12-25 |
Unknown GetPointer 12767e98 PC 089323c8 LR 089322c0 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-12-11 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-12-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-12-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.13.2 |
2022-10-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.13 |
2022-08-26 |
ReadFromHardware: Invalid address 0560ee18 near PC 08c4b674 LR 08c4b674 |
Marvel™ Ultimate Alliance |
v1.13 |
2022-08-23 |
WriteToHardware: Invalid address 0a036220 near PC 088b1808 LR 088b1808 |
Marvel™ Ultimate Alliance |
v1.13 |
2022-08-23 |
ReadFromHardware: Invalid address 0a036220 near PC 088b1808 LR 088b1808 |
Marvel™ Ultimate Alliance |
v1.10.3 |
2022-08-21 |
Unknown syscall in known module 'ThreadManForUser': 0x71ec4271 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-08-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-08-03 |
Unknown GetPointer 0152bec0 PC 08ada800 LR 08ada808 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150cea0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150cd40 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150cbe0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150ca80 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c920 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c7c0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c660 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c500 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c3a0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c240 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150c0e0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150bf80 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150be20 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a900 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a7a0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a640 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509740 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015095e0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509ce0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150b480 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150b140 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a240 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150ade0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150aca0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150ab40 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150aa00 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a160 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 0150a020 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509f40 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509e00 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509c00 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509ac0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509980 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01509820 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015093c0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015092e0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015090c0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01508fe0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01508c60 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 01508b20 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015089e0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-20 |
Jump to invalid address: 015088a0 |
Marvel™ Ultimate Alliance |
v1.13.1 |
2022-08-19 |
80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-15 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-02 |
Unexpected mpeg first timestamp: d59a080000 / 917412249600 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-06-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-07-15 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2022-06-08 |
Jump to invalid address: 056fc930 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2022-06-08 |
Jump to invalid address: 056fdf70 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-03-20 |
Jump to invalid address: 0367b280 PC 08ef1d50 LR 08c91e48 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-11-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-27 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-24 |
Unknown GetPointer 0009000d PC 08b637c8 LR 08b637e0 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-02-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2022-01-10 |
80630006=sceAtracSetDataAndGetID(09b97600, 00004000): invalid RIFF header |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2022-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-12-12 |
Jump to invalid address: 03707480 PC 08541650 LR 08bed2f0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 03712320 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae3c0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae2a0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae200 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae1a0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae140 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056ae0e0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 056adf40 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 036cb540 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 037020e0 |
Marvel™ Ultimate Alliance |
v1.11.3 |
2021-12-10 |
Jump to invalid address: 036cdf00 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-11-26 |
Jump to invalid address: 03707480 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-11-22 |
Unknown GetPointer 0000000e PC 08b6504c LR 08b65070 |
Marvel™ Ultimate Alliance |
v1.12.3 |
2021-11-15 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464 |