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Game title |
Version |
Latest Report |
Message |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-02-09 |
WriteToHardware: Invalid address 0000054a near PC 08000000 LR 08000000 |
Grand Theft Auto®: Chinatown Wars™ |
v1.16.6 |
2025-02-08 |
ReadFromHardware: Invalid address 00000030 near PC 08a810fc LR 08a810fc |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-02-04 |
sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800) |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-02-08 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-02-15 |
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 r7p0-00rel0 [Revision 96995].
01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = 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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecul |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-02-15 |
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 r7p0-00rel0 [Revision 96995].
01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
|
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-24 |
WriteToHardware: Invalid address 00000010 near PC 08b00d08 LR 08af67ac |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-20 |
Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-10 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f31591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3
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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLig |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-09 |
WriteToHardware: Invalid address 00000010 near PC 08ad1bf4 LR 08ad1840 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-07 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886f1e0 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-08 |
Unknown GetPointerWrite 00000000 PC 08943f8c LR 08943fa0 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-08 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0896fb98 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-05 |
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 r8p0-01rel0 [Revision 96995].
01f31591:00000929 HWX C T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31591:00000929 HWX C T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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 = color0;
vec3 diffuseColor = color0.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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel0 [Revision 96995].
01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
|
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-12-26 |
Branch in RSRTComp delay slot at 08a6edc0 in block starting at 08a6ed7c |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-12-26 |
Jump to invalid address: 029bb710 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-12-26 |
Jump to invalid address: 0564bc80 |
Grand Theft Auto®: Chinatown Wars™ |
v1.8.0 |
2024-12-19 |
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 r10p0-00rel0 [Revision 96995].
01f31191:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:0 3: c:1 t:0 MatUp:3
#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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 0007ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 029700e8 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00daffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f9ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f1ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01110129 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f3ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02e100d4 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f4ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02a2ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 019a02b8 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f8ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f00269 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00d8ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01bfffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00f5ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 030600fb |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 020d0281 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 031e0238 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 0259ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 028402bf |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 025000be |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01d00138 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01500279 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 030d00bd |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 028cffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02f9015e |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02c602c5 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01b5ffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 42a98c00 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 7c00ae68 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 7c013d68 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction cf00bcff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 007c013d |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 42008b00 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01000081 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 4dc53000 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02a900bf |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 020c00bc |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02d5033c |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 025400b7 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01df0229 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02a800bd |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 011d027a |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 01350081 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 031f00bd |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00c801b7 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02b3027a |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 024302b8 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02fc020e |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 02730081 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 00baffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 0200ae68 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction b401cf01 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction b402cd03 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction ce00cdff |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction cfffff00 |
Grand Theft Auto®: Chinatown Wars™ |
v1.9.4 |
2024-12-06 |
MIPSCompileOp: Invalid instruction b1ffffff |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-11-20 |
Failed to read valid video stream data from header |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-11-20 |
Unexpected mpeg first timestamp: 5579a080000 / 5873804509184 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-11-08 |
MIPSCompileOp: Invalid instruction 000005d4 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-11-08 |
Jump to invalid address: 02c55710 |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2024-11-08 |
Unknown GetPointerWrite 00000048 PC 089f74c4 LR 089f74d4 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17 |
2024-10-20 |
Jump to invalid address: 05ef7390 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17 |
2024-10-20 |
Jump to invalid address: 05ef7340 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17 |
2024-10-20 |
Jump to invalid address: 05ef72f0 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-15 |
__KernelStopThread: thread 281 does not exist (ApctlThread deleted) |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-15 |
__KernelStopThread: thread 281 does not exist (ApctlThread stopped) |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 0355c220 PC 08bf53d8 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Branch in Jump delay slot at 08bf53d4 in block starting at 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 02d68d20 PC 08bf53d4 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 0355c1e0 PC 08bf53c8 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Branch in Jump delay slot at 08bf53c4 in block starting at 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 02d68ce0 PC 08bf53c4 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 0355c1a0 PC 08bf53b8 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Branch in Jump delay slot at 08bf53b4 in block starting at 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 02d68ca0 PC 08bf53b4 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 0355c160 PC 08bf53a8 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Branch in Jump delay slot at 08bf53a4 in block starting at 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 02d68c60 PC 08bf53a4 LR 08bf4888 |
Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-10-12 |
Jump to invalid address: 0355c120 PC 08bf5398 LR 08bf4888 |