Recent logs - Dante's Inferno™

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Dante's Inferno™ v1.8.0 2019-06-08 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f15155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:1 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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 * lightScale; } 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_light
Dante's Inferno™ v1.8.0 2019-06-08 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f15515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; 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 * color0.rgb + diffuse); 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); 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_light
Dante's Inferno™ v1.8.0 2019-06-03 Render to area containing texture at 04110000 +480x64
Dante's Inferno™ v1.8.0 2019-05-20 sceDmacMemcpy(dest=085c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-11 80020001=sceKernelCreateMutex(): invalid name
Dante's Inferno™ v1.8.0 2019-05-11 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
Dante's Inferno™ v1.8.0 2019-05-09 sceDmacMemcpy(dest=08640020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-01 sceDmacMemcpy(dest=08460020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-18 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Dante's Inferno™ v1.8.0 2019-06-07 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Dante's Inferno™ v1.8.0-271-g5d0f2caf3 2019-06-07 Unknown GetPointer 00000000 PC 089d8558 LR 089d8558
Dante's Inferno™ v1.7.4 2019-03-22 A save request is already running, not starting a new one
Dante's Inferno™ v1.7.5 2019-03-09 sceDmacMemcpy(dest=08530020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2019-01-31 sceDmacMemcpy(dest=084e0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.4.2 2019-01-31 sceDmacMemcpy(dest=084f0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a59998: pc = 42a49998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a89998: pc = 42a79998
Dante's Inferno™ v1.7.4 2019-01-29 ReadFromHardware: Invalid address 42a19998 near PC 42a19998 LR 42a19998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a29998: pc = 42a19998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a69998: pc = 42a59998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42ac9998: pc = 42ab9998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a79998: pc = 42a69998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42aa9998: pc = 42a99998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a49998: pc = 42a39998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42ab9998: pc = 42aa9998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a39998: pc = 42a29998
Dante's Inferno™ v1.7.4 2019-01-29 Trying to write block exit to illegal destination 42a99998: pc = 42a89998
Dante's Inferno™ v1.7.5 2019-02-03 sceDmacMemcpy(dest=08680020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.2 2018-12-18 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0020f800 LM Fog AlphaTest >= #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f15515:00000b0d HWX C T N LM Fog Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0,
Dante's Inferno™ v1.7.2 2018-12-18 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200800 LM Fog #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f15515:00000b0d HWX C T N LM Fog Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); ligh
Dante's Inferno™ v1.7.4 2018-12-17 sceDmacMemcpy(dest=08500020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-11-27 Render to area containing texture at 00110000 +256x64
Dante's Inferno™ v1.7.1 2018-11-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000800 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 01f11555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; 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); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (
Dante's Inferno™ v1.7.1 2018-11-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0000f800 LM AlphaTest >= #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f11555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; 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); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0
Dante's Inferno™ v1.8.0 2019-04-27 sceDmacMemcpy(dest=08540020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-10-13 sceDmacMemcpy(dest=086b0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3-432-gfd6c3145d 2018-11-27 sceDmacMemcpy(dest=08430020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2018-12-27 sceDmacMemcpy(dest=086c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-09-30 sceDmacMemcpy(dest=08690020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-08 GL ran out of GPU memory; switching to low memory mode
Dante's Inferno™ v1.6.3 2018-09-12 Failed to truncate file.
Dante's Inferno™ v1.6.3 2018-09-12 sceDmacMemcpy(dest=08620020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2019-02-26 WriteToHardware: Invalid address 00000000 near PC 0891e654 LR 0891e650
Dante's Inferno™ v1.7.5 2019-02-26 ReadFromHardware: Invalid address 00000000 near PC 0892881c LR 08905948
Dante's Inferno™ v1.5.4 2018-08-30 sceDmacMemcpy(dest=08510020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-08-22 Trying to write block exit to illegal destination 2447b048: pc = 2446b048
Dante's Inferno™ v1.5.4 2018-08-22 Trying to write block exit to illegal destination 2446b048: pc = 2445b048
Dante's Inferno™ v1.5.4 2018-08-22 Trying to write block exit to illegal destination 2445b048: pc = 2444b048
Dante's Inferno™ v1.5.4 2018-08-22 Trying to write block exit to illegal destination 2444b048: pc = 2443b048
Dante's Inferno™ v1.5.4 2018-08-22 Trying to write block exit to illegal destination 2443b048: pc = 2442b048
Dante's Inferno™ v1.5.4 2018-08-22 ReadFromHardware: Invalid address 2442b048 near PC 2442b048 LR 092f6210
Dante's Inferno™ v1.8.0 2019-06-07 sceDmacMemcpy(dest=086b00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-08-20 ReadFromHardware: Invalid address 2861a009 near PC 2861a009 LR 092c1628
Dante's Inferno™ v1.6.3-323-g945eab6fe 2018-08-12 WriteToHardware: Invalid address 000004e4 near PC 089d8558 LR 089d8558
Dante's Inferno™ v1.6.3 2018-07-29 sceDmacMemcpy(dest=085f0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.4 2019-03-24 sceDmacMemcpy(dest=086f00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.1 2018-07-11 sceDmacMemcpy(dest=086f0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-07-02 sceDmacMemcpy(dest=084f0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-14 sceDmacMemcpy(dest=08580020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-06-21 WriteToHardware: Invalid address 5c726aac near PC 089d8558 LR 089d8558
Dante's Inferno™ v1.8.0 2019-05-28 sceDmacMemcpy(dest=08490020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-11-14 Render to area containing texture at 00110000 +480x0
Dante's Inferno™ v1.8.0 2019-06-01 sceDmacMemcpy(dest=08660020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-06-04 sceDmacMemcpy(dest=08470020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-11-13 Unknown GetPointer 208f64c2 PC 208f64c2 LR 208f64c2
Dante's Inferno™ v1.6.3 2018-11-13 ReadFromHardware: Invalid address 3d390721 near PC 0890ce0c LR 0890cc48
Dante's Inferno™ v1.8.0 2019-06-01 sceDmacMemcpy(dest=084b0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4-990-g011e57c0e 2018-05-14 sceDmacMemcpy(dest=08560020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-01 sceDmacMemcpy(dest=08520020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-05-13 Unknown GetPointer 00000000 PC 00000000 LR 00000000
Dante's Inferno™ v1.5.4 2018-05-11 sceDmacMemcpy(dest=085e0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-26 sceDmacMemcpy(dest=086e00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-04-09 sceDmacMemcpy(dest=08450020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-10 sceDmacMemcpy(dest=084a0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-07 sceDmacMemcpy(dest=08650020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-10 sceDmacMemcpy(dest=08600020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-02-18 Unknown GetPointer 12a49570 PC 089f2e7c LR 089065ec
Dante's Inferno™ v1.4.2 2018-02-12 WriteToHardware: Invalid address 00000000 near PC 08000000 LR 08000000
Dante's Inferno™ v1.7.4 2019-03-16 sceDmacMemcpy(dest=086d00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-15 sceDmacMemcpy(dest=086500a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-12 sceDmacMemcpy(dest=08630020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-28 sceDmacMemcpy(dest=08670020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 00aa4e4e: pc = 00a94e4e
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 00724e4e: pc = 00714e4e
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 00604e4e: pc = 005f4e4e
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 008e4e4e: pc = 008d4e4e
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 00564e4e: pc = 00554e4e
Dante's Inferno™ v1.5.4 2018-01-22 Trying to write block exit to illegal destination 00584e4e: pc = 00574e4e
Dante's Inferno™ v1.6.3 2018-12-17 sceDmacMemcpy(dest=084d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-01 sceDmacMemcpy(dest=084c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-20 sceDmacMemcpy(dest=08410020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-20 sceDmacMemcpy(dest=086300a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-16 sceDmacMemcpy(dest=086c00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-18 sceDmacMemcpy(dest=086200a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-07 sceDmacMemcpy(dest=086100a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-05 sceDmacMemcpy(dest=086400a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-06 sceDmacMemcpy(dest=08400020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-05-14 sceDmacMemcpy(dest=086000a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-09 sceDmacMemcpy(dest=086800a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-05 sceDmacMemcpy(dest=086a00a0, src=08c012f0, size=65536): overlapping read