Recent logs - Spider-Man 3

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Game title Version Latest Report Message
Spider-Man 3 v1.9.2 2020-02-27 ReadFromHardware: Invalid address 0ce2630c near PC 08a283a0 LR 08a283a0
Spider-Man 3 v1.9.2 2020-02-27 WriteToHardware: Invalid address 0ce2630c near PC 08a285ec LR 08a2d9b8
Spider-Man 3 v1.6.3-492-g9fddfff66 2020-02-26 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Spider-Man 3 v1.9.4 2020-02-21 Jump to invalid address: 0629bb40
Spider-Man 3 v1.9.4 2020-02-21 MIPSCompileOp: Invalid instruction 4ea17bd7
Spider-Man 3 v1.9.4 2020-02-21 Jump to invalid address: 034a4380
Spider-Man 3 v1.9.4 2020-02-21 Jump to invalid address: 034a44c0
Spider-Man 3 v1.9.4 2020-02-21 Jump to invalid address: 0629bbc0
Spider-Man 3 v1.9.4 2020-02-21 Jump to invalid address: 0629bb80
Spider-Man 3 v1.9.4 2020-02-21 Branch in Jump delay slot at 09990d68 in block starting at 09990bb0
Spider-Man 3 v1.9.4 2020-02-21 MIPSCompileOp: Invalid instruction 037aa8f9
Spider-Man 3 v1.9.4 2020-02-20 WriteToHardware: Invalid address 00000d40 near PC 08a99c14 LR 088915e8
Spider-Man 3 v1.9.4 2020-02-20 WriteToHardware: Invalid address 00000d40 near PC 08a0d6a4 LR 08a0cfec
Spider-Man 3 v1.9.4 2020-02-19 Jump to invalid address: 0517e200
Spider-Man 3 v1.6.3-492-g9fddfff66 2020-02-18 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000001 Clear #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051dffd0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4de0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 04f197a0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4e00
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a5030
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4fd0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a50b0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a54e0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a5370
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a5140
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4cb0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4a30
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a49f0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4990
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4c50
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4a60
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a47c0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a47a0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4760
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 04f196e0
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051dff30
Spider-Man 3 v1.9.4 2020-02-16 Jump to invalid address: 051a4a80
Spider-Man 3 v1.9.4 2020-02-16 ReadFromHardware: Invalid address 00720001 near PC 00720001 LR 0881e6fc
Spider-Man 3 v1.9.4 2020-02-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Spider-Man 3 v1.9.4 2020-02-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-02-14 __KernelStopThread: thread 324 does not exist
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab160
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aafd0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aad90
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab1c0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aacf0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aade0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab650
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051e09d0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab3f0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab7e0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab480
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aad70
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051e0930
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aad50
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab460
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 04f1a2e0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aaaa0
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051ab390
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051abb40
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aac90
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aae00
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 04f1a220
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051e0890
Spider-Man 3 v1.9.4 2020-02-14 Jump to invalid address: 051aaac0
Spider-Man 3 v1.6.3 2020-02-13 MIPSCompileOp: Invalid instruction 0090a03f
Spider-Man 3 v1.9.4 2020-02-13 ReadFromHardware: Invalid address 00014000 near PC 00010000 LR 08a007b8
Spider-Man 3 v1.9.4 2020-02-13 ReadFromHardware: Invalid address ec08a137 near PC ec08a137 LR 08951e4c
Spider-Man 3 v1.9.4 2020-02-11 ReadFromHardware: Invalid address 2a008178 near PC 2a008178 LR 08a007b8
Spider-Man 3 v1.8.0 2020-02-11 ReadFromHardware: Invalid address c0788600 near PC c0788600 LR 08862ed0
Spider-Man 3 v1.9.2 2020-02-10 WriteToHardware: Invalid address 00000d40 near PC 08a7e228 LR 08a7e228
Spider-Man 3 v1.8.0 2020-02-08 ReadFromHardware: Invalid address 72616864 near PC 72616864 LR 0881e6fc
Spider-Man 3 v1.9.4 2020-02-05 Unknown GetPointer 00000010 PC 08a0f75c LR 08a0f774
Spider-Man 3 v1.9.4 2020-02-04 ReadFromHardware: Invalid address 0001c240 near PC 0001c240 LR 0881e6fc
Spider-Man 3 v1.4-2-g648bc5d 2020-02-02 ReadFromHardware: Invalid address 0000000a near PC 0000000a LR 08a13ce4
Spider-Man 3 v1.8.0 2020-02-02 WriteToHardware: Invalid address 00000d40 near PC 08a0ae24 LR 08a0ae24
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 1114 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 1142 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 1020 does not exist
Spider-Man 3 v1.9.4 2020-01-30 ReadFromHardware: Invalid address 400eef6b near PC 400eef6b LR 0881e6fc
Spider-Man 3 v1.9.4 2020-01-29 Jump to invalid address: 022a0430
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 45afc47c
Spider-Man 3 v1.9.4 2020-01-29 Jump to invalid address: 04f488e0
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 453a8e3d
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 42d84e66
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 45afd7af
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 42dace66
Spider-Man 3 v1.9.4 2020-01-29 MIPSCompileOp: Invalid instruction 45afdc7c
Spider-Man 3 v1.9.4 2020-01-29 ReadFromHardware: Invalid address 400f0f6b near PC 400f0f6b LR 0881e6fc
Spider-Man 3 v1.9.3 2020-01-28 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00000802 Tex LM TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 03720001:41c00b11 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:2 WScale 1 #version 110 #define lowp #define mediump #define highp attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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; }
Spider-Man 3 v1.9.3 2020-01-28 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00000802 Tex LM TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 03f00011:41800b11 HWX T N LM Tex Bones:7 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 WScale 1 #version 110 #define lowp #define mediump #define highp attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <=
Spider-Man 3 v1.9.3 2020-01-28 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00000802 Tex LM TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 03f00011:41c00b11 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 WScale 1 #version 110 #define lowp #define mediump #define highp attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_c
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 313 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 307 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 304 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 321 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 320 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 300 does not exist
Spider-Man 3 v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 527 does not exist
Spider-Man 3 v1.8.0 2020-01-26 Jump to invalid address: 0349d8a0