Recent logs - Tomb Raider: Anniversary™

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Game title Version Latest Report Message
Tomb Raider: Anniversary™ v1.10.3 2020-09-20 sceDmacMemcpy(dest=041e7400, src=09027130, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.2 2020-09-20 sceDmacMemcpy(dest=0419fc00, src=0920d980, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-20 sceDmacMemcpy(dest=041b1800, src=09c4fd80, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.2 2020-09-20 sceDmacMemcpy(dest=041b9c00, src=093ee8d0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.2 2020-09-20 sceDmacMemcpy(dest=041a9000, src=096ea384, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 MIPSCompileOp: Invalid instruction ef35e700
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 Branch in RSZeroComp delay slot at 08642010 in block starting at 08640000
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 MIPSCompileOp: Invalid instruction 0000011e
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 MIPSCompileOp: Invalid instruction 00004ff5
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041a3000, src=09c8ef70, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041a4800, src=09188330, size=17408): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 03710484:41c00b1c HWX C T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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_cullRang
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041e3000, src=0977a8b0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041dd800, src=09b79800, size=17408): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041fd400, src=093c55f0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-19 sceDmacMemcpy(dest=041a0c00, src=099da2f0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041f0800, src=094a5e10, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041c4c00, src=0991ee60, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.1 2020-09-18 sceDmacMemcpy(dest=041ef000, src=09737f50, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041e0c00, src=08f616b0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041af800, src=0902a5f0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041f4c00, src=09823c60, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041a3400, src=0980100c, size=32768): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041fe800, src=0967cb20, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041ce000, src=091d6500, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-18 sceDmacMemcpy(dest=041ac800, src=09476960, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041be000, src=09549830, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.9.0 2020-09-17 sceDmacMemcpy(dest=041db400, src=0929ab80, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041bf400, src=091e72a0, size=12288): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041a5400, src=096bc080, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041c1c00, src=09169870, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041b8400, src=092271d0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041ab800, src=09237860, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041a2400, src=09709f20, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041d8800, src=098d5d4c, size=138240): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041a4000, src=09572af0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041df800, src=08e1f610, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041fe800, src=0956c960, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-17 sceDmacMemcpy(dest=041bbc00, src=097950d0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041e4400, src=09752020, size=16384): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041aec00, src=0933e220, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041b5800, src=08e240f0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041e9c00, src=094dff7c, size=1024): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041a5c00, src=0985e3b0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.1 2020-09-16 sceDmacMemcpy(dest=041d2c00, src=092133c4, size=10240): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041afc00, src=08db9330, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.1 2020-09-16 sceDmacMemcpy(dest=041b4000, src=09175290, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041c7800, src=0942d690, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041c2000, src=08e36198, size=6144): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041b2000, src=091e1ebc, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-16 sceDmacMemcpy(dest=041b3400, src=0996f4d0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.1 2020-09-16 sceDmacMemcpy(dest=041bb400, src=0959d0e0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-15 sceDmacMemcpy(dest=041a5c00, src=09345970, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.1 2020-09-15 sceDmacMemcpy(dest=041a4400, src=0921c920, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041a6800, src=09538c20, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041afc00, src=08db94a0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041a1000, src=098180f4, size=3072): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041fe000, src=08e3fab0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=0419fc00, src=09525180, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-14 sceDmacMemcpy(dest=041a6800, src=091cae30, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-13 sceDmacMemcpy(dest=041e5000, src=097dcb10, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-13 sceDmacMemcpy(dest=041c4400, src=0942ed60, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-13 sceDmacMemcpy(dest=041aa800, src=09ad3830, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-13 sceDmacMemcpy(dest=041ce400, src=09534420, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=0419fc00, src=08e3fab0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=041c1400, src=094207a0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-12 sceDmacMemcpy(dest=041c6c00, src=08dc1020, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-11 sceDmacMemcpy(dest=041f5400, src=0932d6b0, size=17408): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-11 sceDmacMemcpy(dest=041c6000, src=09413b30, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-11 sceDmacMemcpy(dest=041de400, src=09928130, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.9.0 2020-09-10 sceDmacMemcpy(dest=041f8400, src=096bb870, size=17408): overlapping read
Tomb Raider: Anniversary™ v1.9.0 2020-09-10 sceDmacMemcpy(dest=041ee000, src=0938a380, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.9.3-752-g244a60139 2020-09-08 Render to area containing texture at 04110000 +256x0
Tomb Raider: Anniversary™ v1.9.3-752-g244a60139 2020-09-08 Rendering to framebuffer offset: 04110000 +256x0
Tomb Raider: Anniversary™ v1.9.3-752-g244a60139 2020-09-08 Inter-buffer memcpy 04000000 -> 04044000
Tomb Raider: Anniversary™ v1.10.3 2020-09-06 sceDmacMemcpy(dest=041ba000, src=08fff8a0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-06 sceDmacMemcpy(dest=041b1000, src=0931a2b0, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-06 sceDmacMemcpy(dest=0419c400, src=094d89e0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-05 sceDmacMemcpy(dest=041eb000, src=09550b00, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-05 sceDmacMemcpy(dest=041a2000, src=08db94a0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-05 sceDmacMemcpy(dest=041e4800, src=09af4f20, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-05 sceDmacMemcpy(dest=041af000, src=09350e10, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.9.4 2020-09-05 sceDmacMemcpy(dest=041f3000, src=0953c0a0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041dd400, src=099461e0, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041b8c00, src=091a4990, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=0419c400, src=09b23c90, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041b4c00, src=091e3630, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-04 sceDmacMemcpy(dest=041a2c00, src=08dbb920, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-03 sceDmacMemcpy(dest=0419c400, src=094e2a60, size=66560): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-03 sceDmacMemcpy(dest=041c9000, src=0985ba00, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-03 sceDmacMemcpy(dest=041b4c00, src=08f3dfec, size=231424): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-09-02 sceDmacMemcpy(dest=041ad800, src=09544c90, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.9.0 2020-09-01 sceDmacMemcpy(dest=041e1000, src=09550b50, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10 2020-08-31 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 r8p0-00dev0 [Revision 96995]. 03f14484:40c00b1c HWX C T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(
Tomb Raider: Anniversary™ v1.10 2020-08-31 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 r8p0-00dev0 [Revision 96995]. 03710484:41c00b1c HWX C T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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_cullRa
Tomb Raider: Anniversary™ v1.7.4 2020-08-31 sceDmacMemcpy(dest=041f3000, src=0953bb10, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-08-31 sceDmacMemcpy(dest=0419c400, src=09657990, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-08-31 sceDmacMemcpy(dest=041eb400, src=0964e520, size=16384): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-08-31 sceDmacMemcpy(dest=041c8c00, src=0945a260, size=9216): overlapping read
Tomb Raider: Anniversary™ v1.10.3 2020-08-31 sceDmacMemcpy(dest=041d6800, src=0943eca0, size=9216): overlapping read