Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.11.3 2021-07-27 sceDmacMemcpy(dest=0854a380, src=09396a00, size=90268): overlapping read
Obscure: The Aftermath v1.11.3 2021-07-26 sceDmacMemcpy(dest=0936ae60, src=097c8700, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-07-25 sceDmacMemcpy(dest=085ee940, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.3 2021-07-07 sceDmacMemcpy(dest=08540e40, src=09396a00, size=70000): overlapping read
Obscure: The Aftermath v1.9.3 2021-07-06 sceDmacMemcpy(dest=084d9240, src=09396a00, size=68750): overlapping read
Obscure: The Aftermath v1.9.3 2021-07-05 sceDmacMemcpy(dest=0937ae60, src=09470e40, size=8192): overlapping read
Obscure: The Aftermath v1.9.3 2021-07-04 sceDmacMemcpy(dest=0936ae60, src=098a9480, size=8192): overlapping read
Obscure: The Aftermath v1.9.3 2021-07-01 sceDmacMemcpy(dest=08507600, src=09396a00, size=165017): overlapping read
Obscure: The Aftermath v1.11.3 2021-07-01 Unexpected mpeg first timestamp: 1d / 29
Obscure: The Aftermath v1.11.3 2021-07-01 Unexpected mpeg first timestamp: 7d000000200 / 8589934592512
Obscure: The Aftermath v1.11.3 2021-06-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 05e08440:40c00b34 HWX T N Fog Tex Bones:4 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(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); 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_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, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullRangeMi
Obscure: The Aftermath v1.11.3 2021-06-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 05d08404:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform 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_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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(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); 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_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, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullRangeMi
Obscure: The Aftermath v1.11.3 2021-06-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 05700844:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 WScale 2 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform 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 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(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); 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullRangeMi
Obscure: The Aftermath v1.11.3 2021-06-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 05b08044:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform 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_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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(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); 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_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, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullRangeMi
Obscure: The Aftermath v1.11.3 2021-06-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 05f04444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 2 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(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); 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; 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); 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); 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_cullRangeMa
Obscure: The Aftermath v1.10.3 2021-06-26 sceDmacMemcpy(dest=08576300, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2021-06-25 sceDmacMemcpy(dest=0845ed80, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.10.3 2021-06-22 sceDmacMemcpy(dest=09376e60, src=09853e40, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-06-19 sceDmacMemcpy(dest=09370e60, src=099d3180, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-06-16 sceDmacMemcpy(dest=0937ee60, src=099d4cc0, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-06-16 sceDmacMemcpy(dest=084d8b40, src=09396a00, size=24622): overlapping read
Obscure: The Aftermath v1.11.3 2021-06-13 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
Obscure: The Aftermath v1.11.3 2021-06-11 Unexpected mpeg first timestamp: 73000c1b968 / 7902752520552
Obscure: The Aftermath v1.11.3 2021-06-11 Unexpected mpeg first timestamp: fff020044ac / 17587924649132
Obscure: The Aftermath v1.11.3 2021-06-11 Unexpected mpeg first timestamp: d0d0000517e / 14349485756798
Obscure: The Aftermath v1.9.0 2021-06-08 sceDmacMemcpy(dest=0936ce60, src=094e3580, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2021-06-08 Unexpected mpeg first timestamp: 7c31125607e / 8534387679358
Obscure: The Aftermath v1.9.4 2021-06-08 Unexpected mpeg first timestamp: 9b85d74ba08 / 10687446563336
Obscure: The Aftermath v1.11.3 2021-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.11.3 2021-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.11.3 2021-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.11.3 2021-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.11.3 2021-06-01 sceDmacMemcpy(dest=08545c40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728056
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992
Obscure: The Aftermath v1.11.3 2021-05-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068
Obscure: The Aftermath v1.11.3 2021-05-28 sceDmacMemcpy(dest=0936ce60, src=0974f900, size=8192): overlapping read
Obscure: The Aftermath v1.9.3 2021-05-23 sceDmacMemcpy(dest=085e0180, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.5.1 2021-05-22 sceDmacMemcpy(dest=08565bc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.5.1 2021-05-19 sceDmacMemcpy(dest=0937ae60, src=09c3ba80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-05-17 sceDmacMemcpy(dest=0859fe00, src=09396a00, size=86674): overlapping read
Obscure: The Aftermath v1.11.3 2021-05-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Obscure: The Aftermath v1.11.3 2021-05-11 WriteToHardware: Invalid address 00000154 near PC 08921f50 LR 08921f50
Obscure: The Aftermath v1.11.2 2021-05-11 sceDmacMemcpy(dest=0937ee60, src=09593c00, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2021-05-08 sceDmacMemcpy(dest=0937ae60, src=095d8f80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-05-06 sceDmacMemcpy(dest=09372e60, src=09968e40, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2021-05-04 sceDmacMemcpy(dest=0844b7c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2021-05-04 sceDmacMemcpy(dest=0937ce60, src=099815c0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2021-05-04 sceDmacMemcpy(dest=0844f440, src=09396a00, size=70079): overlapping read
Obscure: The Aftermath v1.11.3 2021-05-04 sceDmacMemcpy(dest=086f0240, src=09396a00, size=812): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-30 sceDmacMemcpy(dest=084b2f00, src=09396a00, size=106089): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-29 80630006=sceAtracSetDataAndGetID(0936ae60, 00006660): invalid RIFF header
Obscure: The Aftermath v1.11.3 2021-04-23 WriteToHardware: Invalid address 00000154 near PC 0892371c LR 0892371c
Obscure: The Aftermath v1.11.3 2021-04-21 sceDmacMemcpy(dest=084b5080, src=09396a00, size=21020): overlapping read
Obscure: The Aftermath v1.9.4 2021-05-02 sceDmacMemcpy(dest=0864fac0, src=09396a00, size=718): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-20 sceDmacMemcpy(dest=08490b00, src=09396a00, size=7406): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-19 sceDmacMemcpy(dest=085d2700, src=09396a00, size=56807): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-19 sceDmacMemcpy(dest=08454200, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2021-04-17 sceDmacMemcpy(dest=0936ae60, src=09cb5700, size=8192): overlapping read
Obscure: The Aftermath v1.9.0 2021-04-16 sceDmacMemcpy(dest=084f0000, src=09396a00, size=570): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-16 sceDmacMemcpy(dest=0936ae60, src=098e9a00, size=8192): overlapping read
Obscure: The Aftermath v1.7.5 2021-04-13 sceDmacMemcpy(dest=085d9cc0, src=09396a00, size=24622): overlapping read
Obscure: The Aftermath v1.7.5 2021-04-13 sceDmacMemcpy(dest=084015c0, src=09396a00, size=83480): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-12 sceDmacMemcpy(dest=0842adc0, src=09396a00, size=20870): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-12 sceDmacMemcpy(dest=085f3d00, src=09396a00, size=6293): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-12 sceDmacMemcpy(dest=085b6d40, src=09396a00, size=13565): overlapping read
Obscure: The Aftermath v1.9.4 2021-04-11 sceDmacMemcpy(dest=0937ee60, src=098bd300, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-11 sceDmacMemcpy(dest=08572600, src=09396a00, size=815): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-11 sceDmacMemcpy(dest=0859a040, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2021-04-11 sceDmacMemcpy(dest=0936ae60, src=09769980, size=8192): overlapping read
Obscure: The Aftermath v1.11.1 2021-04-07 WriteToHardware: Invalid address 00000390 near PC 08b020c8 LR 08b01690
Obscure: The Aftermath v1.11.3 2021-04-06 sceDmacMemcpy(dest=0937ee60, src=09665b80, size=8192): overlapping read
Obscure: The Aftermath v1.10.2 2021-04-05 80630006=sceAtracSetDataAndGetID(0936ae60, 00007260): invalid RIFF header
Obscure: The Aftermath v1.11.3 2021-04-03 sceDmacMemcpy(dest=09370e60, src=09ccf540, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-04-02 sceDmacMemcpy(dest=0936ae60, src=098e9180, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-03-31 sceDmacMemcpy(dest=09376e60, src=097b2700, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-03-29 sceDmacMemcpy(dest=0864fdc0, src=09396a00, size=88698): overlapping read
Obscure: The Aftermath v1.10.3 2021-03-28 sceDmacMemcpy(dest=08578000, src=09396a00, size=3430): overlapping read
Obscure: The Aftermath v1.11.3 2021-03-28 sceDmacMemcpy(dest=0936ae60, src=0977ea40, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2021-03-28 sceDmacMemcpy(dest=0936ae60, src=09805cc0, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2021-03-27 sceDmacMemcpy(dest=084523c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.11.3 2021-03-24 sceDmacMemcpy(dest=085b6680, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.11 2021-03-20 sceDmacMemcpy(dest=09372e60, src=0979d8c0, size=8192): overlapping read
Obscure: The Aftermath v1.11 2021-03-19 sceDmacMemcpy(dest=0937ce60, src=09890100, size=8192): overlapping read
Obscure: The Aftermath v1.11.1 2021-03-18 WriteToHardware: Invalid address 433e0154 near PC 08abca90 LR 08abcb1c