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Game title |
Version |
Latest Report |
Message |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c41794, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c41794, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd3ff4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd3ff4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bab254, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.8.0 |
2024-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aea144, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.8.0 |
2024-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aea144, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-10-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-10-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd0364, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd0364, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af8a84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af8a84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb2a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb2a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-10-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b765e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2024-10-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b765e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cb9084, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cb9084, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-10-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb7fb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-10-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb7fb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b01074, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b01074, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aef9f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aef9f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d765d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d765d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb9044, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb9044, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c21134, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c21134, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b03c64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b03c64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4efb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4efb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2024-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c78fd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2024-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c78fd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c60614, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afff64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afff64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba0f84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba0f84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c71554, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-10 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p1-00rel0 [Revision 96995].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 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 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 = 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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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) || (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;
}
|
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b02e44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b02e44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2024-10-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c45d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2024-10-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c45d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2024-10-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ad7194, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2024-10-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad7194, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c20554, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c20554, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b029a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b029a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-975-g80e581a093 |
2024-10-05 |
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
101c2286:0100038e Tex FragUber WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 101c2286:0100038e Tex FragUber WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
precision highp int;
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_colorWriteMask;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 r = t;
r.a = mix(r.a, p.a, u_texNoAlphaMul.x);
vec4 v = r;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA + destColor.rgb * destColor.aaa * 2.0;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
|
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b900a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b900a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b631a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull
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 mediump mat4 u_texmtx;
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 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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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(li |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
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 mediump mat4 u_texmtx;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09daa464, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09daa464, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d90a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d90a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d13924, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d13924, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1da34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1da34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c43e24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c43e24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c02d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c02d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
80630006=sceAtracSetDataAndGetID(08acd000, 00001020): invalid RIFF header |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2024-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b63d34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2024-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b63d34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdd7e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdd7e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e704c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e66b34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e66b34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c098b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c098b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b98dc4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b98dc4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6c524, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6c524, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b66c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b66c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
__KernelStopThread: thread 325 does not exist (ApctlThread deleted) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b93e34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b93e34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2024-09-22 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040de000 offset: 0 (128x128 stride 128, 5551) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6bca4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6bca4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5ea14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5ea14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c48484, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c48484, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4fbb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4fbb4, 4, 00000000, 0) |