Recent logs - Prince of Persia: The Forgotten Sands™

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Game title Version Latest Report Message
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-03-24 UI scissor out of bounds in GameSettingsScreen: 144,0-508,272 / 619,272
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0945d2d4, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0945d2d4, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-11 scePsmfPlayerSetPsmf*: incorrect PSMF magic (69726641), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09483b74, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09483b74, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-05 __KernelStopThread: thread 587 does not exist (helper deleted)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 099e858c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 099e858c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-26 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/havok.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-26 scePsmfPlayerSetPsmf*: incorrect PSMF magic (eb1cdf4e), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-26 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/papaya.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09483ddc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09483ddc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.9.4 2023-02-24 MIPSCompileOp: Invalid instruction 7424ae44
Prince of Persia: The Forgotten Sands™ v1.12.2 2023-02-24 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f8bc7188), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-23 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d9210300), bad data
Prince of Persia: The Forgotten Sands™ v1.13.2 2023-02-18 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f09e6b23), bad data
Prince of Persia: The Forgotten Sands™ v1.8.0 2023-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 097f2374, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.8.0 2023-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 097f2374, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-02 scePsmfPlayerSetPsmf*: incorrect PSMF magic (696d6f44), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-02 scePsmfPlayerStart(0946fb98, 09fff4b0, 0): unable to change video stream to 0
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0948354c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0948354c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-30 scePsmfPlayerSetPsmf*: incorrect PSMF magic (80c70000), bad data
Prince of Persia: The Forgotten Sands™ v1.13.2 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0985b924, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.13.2 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0985b924, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-27 scePsmfPlayerSetPsmf*: incorrect PSMF magic (005a780f), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-27 800200d2=scePsmfPlayerSetPsmf(09422928, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-26 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-26 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
Prince of Persia: The Forgotten Sands™ v1.6.3 2023-01-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0946fecc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
Prince of Persia: The Forgotten Sands™ v1.12.3 2023-01-25 sceMpegRingbufferPut(): invalid mpeg data
Prince of Persia: The Forgotten Sands™ v1.12.3 2023-01-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0947524c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0947524c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-25 __KernelStopThread: thread 562 does not exist (helper deleted)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-20 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff582687), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-03-22 scePsmfPlayerSetPsmf*: incorrect PSMF magic (28b5ffff), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-02-02 800200d2=scePsmfPlayerSetPsmf(0946fb98, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-20 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0a322d54), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-19 scePsmfPlayerSetPsmf*: incorrect PSMF magic (dd9bb250), bad data
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0947e18c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0947e18c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 098621ec, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 098621ec, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-13 UI scissor out of bounds in GameSettingsScreen: 0,57-153,736 / 272,483
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-13 UI scissor out of bounds in GameSettingsScreen: 105,0-373,272 / 272,483
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:134: 'comp' : redefinition ERROR: 0:135: 'type' : redefinition ERROR: 0:183: 'comp' : redefinition ERROR: 0:184: 'type' : redefinition ERROR: 0:232: 'comp' : redefinition ERROR: 0:233: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1c00b20 HWX T N Bones:8 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1c00b20 HWX T N Bones:8 Light: LightUberShader WScale 1 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 1 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, dist
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0;
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:800d0b30 HWX T N Tex TexProjNrm UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:800d0b30 HWX T N Tex TexProjNrm UVMtx Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * d
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80050b30 HWX T N Tex TexProjUV UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050b30 HWX T N Tex TexProjUV UVMtx Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * dif
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80010938 HWX C T Tex TexProjPos UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80010938 HWX C T Tex TexProjPos UVMtx Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightang
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b20 HWX T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnorm
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80050938 HWX C T Tex TexProjUV UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050938 HWX C T Tex TexProjUV UVMtx Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80050930 HWX T Tex TexProjUV UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050930 HWX T Tex TexProjUV UVMtx Light: LightUberShader Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:124: 'comp' : redefinition ERROR: 0:125: 'type' : redefinition ERROR: 0:173: 'comp' : redefinition ERROR: 0:174: 'type' : redefinition ERROR: 0:222: 'comp' : redefinition ERROR: 0:223: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000930 HWX T Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000930 HWX T Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) {
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09477d4c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09477d4c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-05 scePsmfPlayerStart(0941ff70, 09fff4b0, 0): unable to change video stream to 0
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00616275), bad data
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (20000000), bad data
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (a0c80b22), bad data
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-05 800200d2=scePsmfPlayerSetPsmf(0932f450, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (20b52a78), bad data
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-01 800200d2=scePsmfPlayerSetPsmf(09453238, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.1 2023-01-01 scePsmfPlayerSetPsmf*: incorrect PSMF magic (a76e4ce0), bad data
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-31 scePsmfPlayerSetPsmf*: incorrect PSMF magic (9e5c4100), bad data
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0982cc24, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0982cc24, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 sceSasSetADSRMode(08a86580, 30, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 sceSasSetADSRMode(08a86580, 29, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 sceSasSetADSRMode(08a86580, 28, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 sceSasSetADSRMode(08a86580, 27, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 800200d2=scePsmfPlayerSetPsmf(0932ffa8, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-26 scePsmfPlayerSetPsmf*: incorrect PSMF magic (5a64e400), bad data
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-22 scePsmfPlayerStart(09465088, 09fff4b0, 0): unable to change video stream to 0
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-22 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ee424850), bad data
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 096914fc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.1 2022-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 096914fc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.12.3 2022-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09460e84, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.12.3 2022-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09460e84, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-13 Unknown GetPointer 00000000 PC 0880647c LR 08806424
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-13 Unknown GetPointerWrite 40800000 PC 0880647c LR 08806424
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-06 80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Prince of Persia: The Forgotten Sands™ v1.12.3 2022-11-26 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000005), bad data
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-09 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Prince of Persia: The Forgotten Sands™ v1.14.2 2023-01-05 800200d2=scePsmfPlayerSetPsmf(0941ff70, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
Prince of Persia: The Forgotten Sands™ v1.12.3 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0947c5b4, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.12.3 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0947c5b4, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-11-14 Branch in RSRTComp delay slot at 0882cb84 in block starting at 0882cb74
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-11-14 Jump to invalid address: 023e9000