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Game title |
Version |
Latest Report |
Message |
Transformers: The Game |
v1.17.1 |
2024-04-11 |
__KernelStopThread: thread 801 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-07 |
__KernelStopThread: thread 713 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-07 |
__KernelStopThread: thread 663 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-07 |
__KernelStopThread: thread 625 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
__KernelStopThread: thread 377 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
__KernelStopThread: thread 561 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
__KernelStopThread: thread 563 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
__KernelStopThread: thread 553 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
__KernelStopThread: thread 545 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-06 |
ReadFromHardware: Invalid address 3f37a864 near PC 3f37a864 LR 3f37a864 |
Transformers: The Game |
v1.14.4 |
2024-03-30 |
__KernelStopThread: thread 385 does not exist (helper deleted) |
Transformers: The Game |
v1.14.4 |
2024-03-30 |
sceDmacMemcpy(dest=04088000, src=0962a990, size=557056): overlapping read |
Transformers: The Game |
v1.17.1 |
2024-03-24 |
Unknown GetPointerWrite 5245485f PC 08a7b248 LR 08a1cc94 |
Transformers: The Game |
v1.9.4 |
2024-03-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
Transformers: The Game |
v1.17.1 |
2024-03-10 |
__KernelStopThread: thread 333 does not exist (helper deleted) |
Transformers: The Game |
v1.17 |
2024-02-05 |
Branch in Jump delay slot at 08b889c0 in block starting at 08b889c0 |
Transformers: The Game |
v1.17 |
2024-02-05 |
Jump to invalid address: 07b33ae0 |
Transformers: The Game |
v1.16.6 |
2024-02-04 |
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].
01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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))
// 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
attribute vec3 position;
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 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 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 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(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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.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_texcoord = mul(vec4(texcoord.xy, 0.0, 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;
|
Transformers: The Game |
v1.10.3 |
2024-01-14 |
WriteToHardware: Invalid address 00000000 near PC 08a49be8 LR 08a49be8 |
Transformers: The Game |
v1.10.3 |
2024-01-14 |
sceDmacMemcpy(dest=04000000, src=095a2990, size=557056): overlapping read |
Transformers: The Game |
v1.16.6 |
2024-01-08 |
__KernelStopThread: thread 344 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-07 |
__KernelStopThread: thread 329 does not exist (helper deleted) |
Transformers: The Game |
v1.16.6 |
2023-12-24 |
__KernelStopThread: thread 323 does not exist (helper deleted) |
Transformers: The Game |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 431 does not exist (helper deleted) |
Transformers: The Game |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 429 does not exist (helper deleted) |
Transformers: The Game |
v1.16.6 |
2023-12-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Transformers: The Game |
v1.13.2 |
2023-12-09 |
__KernelStopThread: thread 1067 does not exist |
Transformers: The Game |
v1.9.4 |
2023-12-02 |
sceDmacMemcpy(dest=04088000, src=0962a9d0, size=557056): overlapping read |
Transformers: The Game |
v1.11.3 |
2023-12-02 |
sceDmacMemcpy(dest=04000000, src=096b2690, size=557056): overlapping read |
Transformers: The Game |
v1.11.3 |
2023-11-19 |
80630006=?(�PS�@��DI�v): unknown codec type in set context |
Transformers: The Game |
v1.11.3 |
2023-11-17 |
80630006=?(5����� �`rǭ��ׅ��Ʈ��ׅ<���): unknown codec type in set context |
Transformers: The Game |
v1.16.6 |
2023-11-14 |
__KernelStopThread: thread 357 does not exist (helper deleted) |
Transformers: The Game |
v1.17 |
2024-02-05 |
__KernelStopThread: thread 427 does not exist (helper deleted) |
Transformers: The Game |
v1.14.4 |
2023-11-11 |
ReadFromHardware: Invalid address 00000004 near PC 08a70778 LR 08a76180 |
Transformers: The Game |
v1.14.4 |
2023-11-11 |
__KernelStopThread: thread 369 does not exist (helper deleted) |
Transformers: The Game |
v1.14.4 |
2023-11-11 |
ReadFromHardware: Invalid address 00000000 near PC 08a0cf60 LR 08a0cf5c |
Transformers: The Game |
v1.14.4 |
2023-11-11 |
ReadFromHardware: Invalid address 00000000 near PC 08a75bf4 LR 08b87ee0 |
Transformers: The Game |
v1.16.5 |
2023-10-02 |
__KernelStopThread: thread 415 does not exist (helper deleted) |
Transformers: The Game |
v1.16 |
2023-09-28 |
__KernelStopThread: thread 991 does not exist (helper deleted) |
Transformers: The Game |
v1.13.1-858-gf3c097680 |
2023-09-20 |
__KernelStopThread: thread 411 does not exist |
Transformers: The Game |
v1.15.4 |
2023-09-17 |
__KernelStopThread: thread 751 does not exist (helper deleted) |
Transformers: The Game |
v1.15.2 |
2023-09-17 |
__KernelStopThread: thread 331 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-09-13 |
Unknown GetPointerWrite 00000000 PC 08a1b6c4 LR 08a1b6dc |
Transformers: The Game |
v1.15.4 |
2023-09-13 |
__KernelStopThread: thread 1399 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-09-12 |
__KernelStopThread: thread 1119 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-09-02 |
__KernelStopThread: thread 715 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-08-24 |
__KernelStopThread: thread 387 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-08-20 |
__KernelStopThread: thread 417 does not exist (helper deleted) |
Transformers: The Game |
v1.9.4 |
2023-08-05 |
Render to texture using CLUT with different strides 512 != 64 |
Transformers: The Game |
v1.13.2 |
2023-08-03 |
__KernelStopThread: thread 1049 does not exist |
Transformers: The Game |
v1.13.2 |
2023-08-03 |
__KernelStopThread: thread 937 does not exist |
Transformers: The Game |
v1.12.3 |
2023-08-06 |
__KernelStopThread: thread 1093 does not exist |
Transformers: The Game |
v1.12.3 |
2023-07-29 |
__KernelStopThread: thread 959 does not exist |
Transformers: The Game |
v1.12.3 |
2023-07-27 |
__KernelStopThread: thread 955 does not exist |
Transformers: The Game |
v1.12.3 |
2023-07-27 |
__KernelStopThread: thread 909 does not exist |
Transformers: The Game |
v1.12.3 |
2023-07-26 |
__KernelStopThread: thread 841 does not exist |
Transformers: The Game |
v1.12.3 |
2023-07-26 |
__KernelStopThread: thread 739 does not exist |
Transformers: The Game |
v1.10.3 |
2023-07-23 |
WriteToHardware: Invalid address 00000000 near PC 08a49db4 LR 08a49db4 |
Transformers: The Game |
v1.15.4 |
2023-07-18 |
__KernelStopThread: thread 399 does not exist (helper deleted) |
Transformers: The Game |
v1.14 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 345,0-1554,816 / 1813,816 |
Transformers: The Game |
v1.15.4 |
2023-07-08 |
__KernelStopThread: thread 371 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-07-08 |
__KernelStopThread: thread 343 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-08-09 |
__KernelStopThread: thread 361 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-08-09 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-27 |
__KernelStopThread: thread 1489 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-20 |
sceDmacMemcpy(dest=04000000, src=095200d0, size=557056): overlapping read |
Transformers: The Game |
v1.15.4 |
2023-06-20 |
__KernelStopThread: thread 2103 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-17 |
sceDmacMemcpy(dest=04000000, src=096305d0, size=557056): overlapping read |
Transformers: The Game |
v1.15.4 |
2023-06-17 |
__KernelStopThread: thread 1801 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-16 |
__KernelStopThread: thread 1689 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-16 |
sceDmacMemcpy(dest=04000000, src=09520450, size=557056): overlapping read |
Transformers: The Game |
v1.15.4 |
2023-06-16 |
__KernelStopThread: thread 1569 does not exist (helper deleted) |
Transformers: The Game |
v1.17.1 |
2024-04-21 |
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].
01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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))
// 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
attribute vec3 position;
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 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 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 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(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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.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_texcoord = mul(vec4(texcoord.xy, 0.0, 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;
flo |
Transformers: The Game |
v1.15.4 |
2023-06-27 |
__KernelStopThread: thread 1081 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-06-16 |
sceDmacMemcpy(dest=04000000, src=09520110, size=557056): overlapping read |
Transformers: The Game |
v1.15.4 |
2023-06-23 |
__KernelStopThread: thread 1063 does not exist (helper deleted) |
Transformers: The Game |
v1.17 |
2024-02-05 |
__KernelStopThread: thread 407 does not exist (helper deleted) |
Transformers: The Game |
v1.15.4 |
2023-05-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
Transformers: The Game |
v1.15.4 |
2023-05-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1 |
Transformers: The Game |
v1.15.3 |
2023-05-25 |
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 r5p0-01rel0 [Revision 96995].
01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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))
// 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
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 mediump vec3 u_lightatt3;
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_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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.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;
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1.0;
} else { |
Transformers: The Game |
v1.15.4 |
2023-06-19 |
__KernelStopThread: thread 491 does not exist (helper deleted) |
Transformers: The Game |
v1.9.0 |
2023-05-14 |
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 r5p1-01rel0 [Revision 96995].
01f74444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7
#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 mediump vec3 u_lightatt3;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * 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 - 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 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Transformers: The Game |
v1.14.4 |
2023-05-13 |
__KernelStopThread: thread 655 does not exist (helper deleted) |
Transformers: The Game |
v1.12.3 |
2023-07-26 |
__KernelStopThread: thread 783 does not exist |
Transformers: The Game |
v1.15.3 |
2023-05-22 |
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 r9p0-00dev0 [Revision 96995].
01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull
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 mediump vec3 u_lightatt3;
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_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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.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;
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1.0;
} els |
Transformers: The Game |
v1.12.3 |
2023-05-06 |
__KernelStopThread: thread 693 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-06 |
__KernelStopThread: thread 601 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-06 |
__KernelStopThread: thread 595 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-04 |
__KernelStopThread: thread 485 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-03 |
__KernelStopThread: thread 481 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-03 |
__KernelStopThread: thread 427 does not exist |
Transformers: The Game |
v1.12.3 |
2023-05-03 |
__KernelStopThread: thread 409 does not exist |
Transformers: The Game |
v1.14.4 |
2023-04-18 |
__KernelStopThread: thread 467 does not exist (helper deleted) |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1973,451-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1973,360-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1973,269-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1973,178-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1973,87-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 2095,451-0,87 / 1920,1080 |
Transformers: The Game |
v1.14.1 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 2095,360-0,87 / 1920,1080 |