Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.9.0 2020-12-01 ReadFromHardware: Invalid address 0172a0d7 near PC 08a0d67c LR 08a0cce4
Obscure: The Aftermath v1.10.3 2020-11-29 sceDmacMemcpy(dest=086b0a00, src=09396a00, size=4520): overlapping read
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00001e60): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00002820): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00002ca0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000023a0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00003a20): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00003360): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000050a0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00003960): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0933ae50, 0000d2ac): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 0000fa20): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00009ae0): invalid RIFF header
Obscure: The Aftermath v1.9.0 2020-11-29 sceDmacMemcpy(dest=0937ee60, src=09d77980, size=8192): overlapping read
Obscure: The Aftermath v1.9.0 2020-12-01 ReadFromHardware: Invalid address 0172a0d7 near PC 08000000 LR 08000000
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 0000ada0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00006060): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00006ae0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-28 80630006=sceAtracSetDataAndGetID(0936ae60, 000037e0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-28 80630006=sceAtracSetDataAndGetID(0936ae60, 000022e0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-28 80630006=sceAtracSetDataAndGetID(0936ae60, 00003120): invalid RIFF header
Obscure: The Aftermath v1.10.3 2020-11-27 sceDmacMemcpy(dest=0936ae60, src=09c20340, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-26 sceDmacMemcpy(dest=086f9280, src=09396a00, size=82556): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-26 sceDmacMemcpy(dest=09374e60, src=095e2940, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-25 sceDmacMemcpy(dest=0936ce60, src=0981e1c0, size=8192): overlapping read
Obscure: The Aftermath v1.4.2 2020-11-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00007da0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000088e0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00007260): unsupported sample rate: 48
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00005520): invalid RIFF header
Obscure: The Aftermath v1.10.3 2020-11-23 sceDmacMemcpy(dest=0936ae60, src=099a2f80, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-22 sceDmacMemcpy(dest=0936ae60, src=099d1540, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-11-14 sceDmacMemcpy(dest=08475780, src=09396a00, size=75862): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-12 sceDmacMemcpy(dest=0937ce60, src=0976f940, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-12 sceDmacMemcpy(dest=0936ae60, src=09763a80, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-11 sceDmacMemcpy(dest=09380e60, src=09970880, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-10 sceDmacMemcpy(dest=09370e60, src=098bc2c0, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-09 sceDmacMemcpy(dest=0936ae60, src=0963bc40, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-09 sceDmacMemcpy(dest=0937ae60, src=09d43740, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f08448:00000b18 HWX C T N Tex Light: 0: c:0 t:2 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 #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 mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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; } diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0
Obscure: The Aftermath v1.10.2 2020-11-07 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.10.2 2020-11-07 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.10.2 2020-11-06 sceDmacMemcpy(dest=0868f200, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-02 sceDmacMemcpy(dest=0936ae60, src=0979edc0, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-11-02 sceDmacMemcpy(dest=0936ee60, src=096e7880, size=8192): overlapping read
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000076e0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00008b20): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00007f20): invalid RIFF header
Obscure: The Aftermath v1.9.4 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000053a0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000029a0): invalid RIFF header
Obscure: The Aftermath v1.4.2 2020-11-29 80630006=sceAtracSetDataAndGetID(0936ae60, 000034e0): invalid RIFF header
Obscure: The Aftermath v1.10.3 2020-10-31 WriteToHardware: Invalid address 00000154 near PC 08947570 LR 08947dd4
Obscure: The Aftermath v1.9.3-80-g73bf6098e 2020-10-30 __KernelStopThread: thread 394 does not exist
Obscure: The Aftermath v1.10.3 2020-10-22 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
Obscure: The Aftermath v1.8.0 2020-10-22 sceDmacMemcpy(dest=08429240, src=09396a00, size=68329): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-21 sceDmacMemcpy(dest=08651f80, src=09396a00, size=10224): overlapping read
Obscure: The Aftermath v1.10.3-97-gd0e9d2c54 2020-10-20 sceDmacMemcpy(dest=08602f40, src=09396a00, size=3926): overlapping read
Obscure: The Aftermath v1.10.3-97-gd0e9d2c54 2020-10-18 sceDmacMemcpy(dest=084b5a80, src=09396a00, size=247292): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-15 sceDmacMemcpy(dest=0856f100, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-15 sceDmacMemcpy(dest=0936ce60, src=096ef440, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-14 sceDmacMemcpy(dest=0936ae60, src=098f5c00, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-13 sceDmacMemcpy(dest=09370e60, src=09470ac0, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-12 sceDmacMemcpy(dest=085f1b40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.3 2020-10-11 sceDmacMemcpy(dest=084baec0, src=09396a00, size=87405): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-06 sceDmacMemcpy(dest=084deb80, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2020-10-04 sceDmacMemcpy(dest=0936ae60, src=097a9e40, size=8192): overlapping read
Obscure: The Aftermath v1.10.3-776-g21bc5534c 2020-10-03 __KernelStopThread: thread 663 does not exist
Obscure: The Aftermath v1.10.3 2020-09-30 sceDmacMemcpy(dest=0936ae60, src=09714240, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-30 sceDmacMemcpy(dest=084f6800, src=09396a00, size=69762): overlapping read
Obscure: The Aftermath v1.7.5 2020-09-29 sceDmacMemcpy(dest=09370e60, src=09cbbfc0, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-28 sceDmacMemcpy(dest=08712b00, src=09396a00, size=13436): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-25 sceDmacMemcpy(dest=08523f40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3-747-gb78bb3d92 2020-09-26 __KernelStopThread: thread 275 does not exist
Obscure: The Aftermath v1.10.3-747-gb78bb3d92 2020-09-24 __KernelStopThread: thread 1073 does not exist
Obscure: The Aftermath v1.4-2-g648bc5d 2020-09-23 sceDmacMemcpy(dest=0856cc00, src=09396a00, size=2733): overlapping read
Obscure: The Aftermath v1.4-2-g648bc5d 2020-09-23 sceDmacMemcpy(dest=0854a140, src=09396a00, size=13618): overlapping read
Obscure: The Aftermath v1.4-2-g648bc5d 2020-09-23 sceDmacMemcpy(dest=0844f980, src=09396a00, size=68329): overlapping read
Obscure: The Aftermath v1.10.3-741-g4ccde4848 2020-09-22 __KernelStopThread: thread 489 does not exist
Obscure: The Aftermath v1.10.3-737-g4881f4f0b 2020-09-22 __KernelStopThread: thread 315 does not exist
Obscure: The Aftermath v1.10.3-741-g4ccde4848 2020-09-22 __KernelStopThread: thread 342 does not exist
Obscure: The Aftermath v1.10.3-741-g4ccde4848 2020-09-22 __KernelStopThread: thread 318 does not exist
Obscure: The Aftermath v1.10.3-741-g4ccde4848 2020-09-22 __KernelStopThread: thread 396 does not exist
Obscure: The Aftermath v1.10.3-747-gb78bb3d92 2020-09-24 __KernelStopThread: thread 338 does not exist
Obscure: The Aftermath v1.10.3-741-g4ccde4848 2020-09-22 __KernelStopThread: thread 314 does not exist
Obscure: The Aftermath v1.10.3 2020-09-20 sceDmacMemcpy(dest=08452540, src=09396a00, size=141006): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-17 sceDmacMemcpy(dest=0936ae60, src=096e1d40, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-17 sceDmacMemcpy(dest=0844bd00, src=09396a00, size=246682): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-16 sceDmacMemcpy(dest=0936ae60, src=096e0a00, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-25 sceDmacMemcpy(dest=09378e60, src=09ccf6c0, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2020-09-15 sceDmacMemcpy(dest=08486100, src=09396a00, size=13618): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-15 sceDmacMemcpy(dest=0860cb00, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-14 sceDmacMemcpy(dest=0848b200, src=09396a00, size=66796): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-13 sceDmacMemcpy(dest=0842ca00, src=09396a00, size=5558): overlapping read
Obscure: The Aftermath v1.8.0 2020-09-11 sceDmacMemcpy(dest=08636680, src=09396a00, size=113453): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-07 sceDmacMemcpy(dest=0937ae60, src=09937640, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-09-04 sceDmacMemcpy(dest=0937ce60, src=099fe840, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2020-09-04 sceDmacMemcpy(dest=0936ee60, src=097e6580, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-09-04 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f04844:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp 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 mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { out
Obscure: The Aftermath v1.10.3 2020-09-01 sceDmacMemcpy(dest=084c8d80, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.1 2020-08-31 sceDmacMemcpy(dest=0937ce60, src=099cfbc0, size=8192): overlapping read
Obscure: The Aftermath v1.10.2 2020-08-29 sceDmacMemcpy(dest=08413e40, src=09396a00, size=72247): overlapping read