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Game title |
Version |
Latest Report |
Message |
WWE'12 |
v1.15.4 |
2023-05-28 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
WWE'12 |
v1.10.3 |
2023-05-28 |
sceDmacMemcpy(dest=0412d080, src=09395880, size=65552): overlapping read |
WWE'12 |
v1.9.3 |
2023-05-27 |
ReadFromHardware: Invalid address 30d322c4 near PC 088d8b80 LR 088d8bb8 |
WWE'12 |
v1.12.3 |
2023-05-27 |
sceDmacMemcpy(dest=0415d450, src=094b76b0, size=65552): overlapping read |
WWE'12 |
v1.15.4 |
2023-05-27 |
Unknown GetPointer 258fafdd PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.15.4 |
2023-05-27 |
Unknown GetPointerWrite 258b1b3c PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.11.1 |
2023-05-26 |
sceDmacMemcpy(dest=0418aac0, src=0948b760, size=65552): overlapping read |
WWE'12 |
v1.15.4 |
2023-05-26 |
__KernelStopThread: thread 2337 does not exist (helper deleted) |
WWE'12 |
v1.15.4 |
2023-05-26 |
MIPSCompileOp: Invalid instruction 9d270000 |
WWE'12 |
v1.15.4 |
2023-05-26 |
MIPSCompileOp: Invalid instruction 0000009e |
WWE'12 |
v1.15.4 |
2023-05-26 |
MIPSCompileOp: Invalid instruction 9e110000 |
WWE'12 |
v1.14.4 |
2023-05-26 |
sceDmacMemcpy(dest=04186500, src=09352150, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-26 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
WWE'12 |
v1.15.4 |
2023-05-26 |
__KernelStopThread: thread 418 does not exist (helper deleted) |
WWE'12 |
v1.15.4 |
2023-05-25 |
MIPSCompileOp: Invalid instruction 773af000 |
WWE'12 |
v1.15.3 |
2023-05-25 |
sceDmacMemcpy(dest=04159e40, src=0944bc20, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-25 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
WWE'12 |
v1.14.4 |
2023-05-25 |
sceKernelCreateThread(name=system): unsupported attributes 00000006 |
WWE'12 |
v1.15.4 |
2023-05-25 |
MIPSCompileOp: Invalid instruction 61faf7e4 |
WWE'12 |
v1.15.4 |
2023-05-25 |
MIPSCompileOp: Invalid instruction 65d5fb1e |
WWE'12 |
v1.11.3 |
2023-05-24 |
sceDmacMemcpy(dest=0417e570, src=093bdb50, size=65552): overlapping read |
WWE'12 |
v1.15.2 |
2023-05-24 |
Unknown GetPointer 1ed970db PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.15.2 |
2023-05-24 |
Unknown GetPointerWrite 1ed9c0b6 PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.6.3 |
2023-05-23 |
sceDmacMemcpy(dest=04148d00, src=0962cb80, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-23 |
__KernelStopThread: thread 337 does not exist (helper deleted) |
WWE'12 |
v1.15.3 |
2023-05-23 |
Unknown GetPointer 0a81f5db PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.15.3 |
2023-05-23 |
Unknown GetPointerWrite 0a81e5cf PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.15.3 |
2023-05-22 |
__KernelStopThread: thread 3416 does not exist (helper deleted) |
WWE'12 |
v1.14.4 |
2023-05-21 |
sceDmacMemcpy(dest=04187790, src=09349450, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-21 |
80630006=sceAtracSetData(2, 08d4b180, 00001410): invalid RIFF header |
WWE'12 |
v1.15.3 |
2023-05-21 |
__KernelStopThread: thread 328 does not exist (helper deleted) |
WWE'12 |
v1.10.2 |
2023-05-20 |
sceDmacMemcpy(dest=0418abe0, src=0944a4b0, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-20 |
sceDmacMemcpy(dest=04171e10, src=09783c80, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-20 |
sceDmacMemcpy(dest=041887d0, src=0934bed0, size=65552): overlapping read |
WWE'12 |
v1.4.2-425-g7a7ccee5e |
2023-05-20 |
sceDmacMemcpy(dest=04173a10, src=096f8fe0, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-18 |
Branch in RSZeroComp delay slot at 08fabf98 in block starting at 08fabf94 |
WWE'12 |
v1.14.4 |
2023-05-18 |
WriteToHardware: Invalid address 01e3db58 near PC 08fabf88 LR 08986a5c |
WWE'12 |
v1.15.3 |
2023-05-18 |
ReadFromHardware: Invalid address 0083c0ff near PC 08c4a458 LR 08c4b1f8 |
WWE'12 |
v1.15.3 |
2023-05-18 |
sceDmacMemcpy(dest=04131360, src=0939c8b0, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-16 |
WriteToHardware: Invalid address 07dca6c4 near PC 088f31f0 LR 088f30f4 |
WWE'12 |
v1.14.4 |
2023-05-16 |
sceDmacMemcpy(dest=04179e80, src=0957f990, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-16 |
sceDmacMemcpy(dest=04140d20, src=096cba40, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-16 |
sceDmacMemcpy(dest=041605d0, src=095544e0, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-16 |
sceDmacMemcpy(dest=041a2ee0, src=09290c60, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-20 |
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 r6p2-01rel0 [Revision 96995].
07f61000:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
#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))
// 07f61000:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
attribute mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * 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_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1.0;
} else {
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
vec3 |
WWE'12 |
v1.8.0 |
2023-05-14 |
ReadFromHardware: Invalid address 18212273 near PC 18212273 LR 08916378 |
WWE'12 |
v1.9.4 |
2023-05-14 |
sceDmacMemcpy(dest=041617b0, src=094e9d10, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-14 |
__KernelStopThread: thread 309 does not exist (helper deleted) |
WWE'12 |
v1.15.3 |
2023-05-12 |
Unknown GetPointerWrite 0a02eed7 PC 08bfbde0 LR 08bfbe04 |
WWE'12 |
v1.15.3 |
2023-05-12 |
Unknown GetPointer 0aba58d1 PC 08bfba9c LR 08bfbe04 |
WWE'12 |
v1.15.2 |
2023-05-11 |
Unknown GetPointer c10b4dd1 PC 089df278 LR 089df298 |
WWE'12 |
v1.15.2 |
2023-05-11 |
sceDmacMemcpy(dest=041872d0, src=094bf040, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-10 |
sceDmacMemcpy(dest=0414a500, src=09440250, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-10 |
sceDmacMemcpy(dest=04171ae0, src=092dc3d0, size=65552): overlapping read |
WWE'12 |
v1.15.3 |
2023-05-09 |
ReadFromHardware: Invalid address c1a6803d near PC c1a6803d LR c1a6803d |
WWE'12 |
v1.13.2 |
2023-05-09 |
sceDmacMemcpy(dest=04153600, src=094801c0, size=65552): overlapping read |
WWE'12 |
v1.13.2 |
2023-05-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=18000000, pos=0, access=1, data=2, text=2 |
WWE'12 |
v1.13.2 |
2023-05-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=1, text=1 |
WWE'12 |
v1.13.2 |
2023-05-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=02000200, pos=0, access=1, data=2, text=2 |
WWE'12 |
v1.9.4 |
2023-05-08 |
sceDmacMemcpy(dest=041303b0, src=096af500, size=65552): overlapping read |
WWE'12 |
v1.9.4 |
2023-05-08 |
sceDmacMemcpy(dest=0416d880, src=0974c1f0, size=65552): overlapping read |
WWE'12 |
v1.15.2 |
2023-05-08 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
WWE'12 |
v1.9.4 |
2023-05-08 |
sceDmacMemcpy(dest=04132e50, src=09644a60, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-07 |
__KernelStopThread: thread 336 does not exist (helper deleted) |
WWE'12 |
v1.14.4 |
2023-05-07 |
sceDmacMemcpy(dest=0414d1a0, src=09382300, size=65552): overlapping read |
WWE'12 |
v1.9.4 |
2023-05-07 |
sceDmacMemcpy(dest=04161500, src=095dca40, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-06 |
Unexpected mpeg first timestamp: 37520723239 / 3801590411833 |
WWE'12 |
v1.9.4 |
2023-05-05 |
sceDmacMemcpy(dest=04131130, src=093ccb50, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-05 |
ReadFromHardware: Invalid address 2f8636cc near PC 08aa5028 LR 08a8ef34 |
WWE'12 |
v1.15.2 |
2023-05-05 |
Unknown GetPointer 0cb612ed PC 08bfba9c LR 08bfbe04 |
WWE'12 |
v1.15.3 |
2023-05-23 |
sceDmacMemcpy(dest=04187af0, src=09431e60, size=65552): overlapping read |
WWE'12 |
v1.14.1 |
2023-05-05 |
UI scissor out of bounds in CwCheatScreen: 528,0-1072,721 / 1600,720 |
WWE'12 |
v1.14.4 |
2023-05-04 |
sceDmacMemcpy(dest=041586a0, src=094570d0, size=65552): overlapping read |
WWE'12 |
v1.15.1 |
2023-05-04 |
sceDmacMemcpy(dest=0415c870, src=0964c360, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-03 |
sceDmacMemcpy(dest=041b8930, src=0927cdd0, size=131088): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-02 |
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].
07f61000:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
#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))
// 07f61000:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * 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_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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;
float projZ |
WWE'12 |
v1.14.4 |
2023-05-02 |
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].
07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
#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))
// 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
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);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * 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_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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 = out |
WWE'12 |
v1.14.4 |
2023-05-02 |
Replacement rowPitch=32, but w=512 (level=0) |
WWE'12 |
v1.14.4 |
2023-05-02 |
sceDmacMemcpy(dest=041795b0, src=097970f0, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-02 |
sceDmacMemcpy(dest=04131480, src=09625ef0, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-05-01 |
sceDmacMemcpy(dest=04149320, src=093f27b0, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-04-30 |
sceDmacMemcpy(dest=041633b0, src=096a6350, size=65552): overlapping read |
WWE'12 |
v1.9.4 |
2023-04-29 |
sceDmacMemcpy(dest=04161e50, src=097197e0, size=65552): overlapping read |
WWE'12 |
v1.14 |
2023-04-29 |
UI scissor out of bounds in GameSettingsScreen: 487,0-1895,1081 / 2400,1036 |
WWE'12 |
v1.14.4 |
2023-04-29 |
sceDmacMemcpy(dest=04146c50, src=096f8db0, size=65552): overlapping read |
WWE'12 |
v1.14.4 |
2023-04-27 |
An uneaten prefix at end of block: 08f425f0 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction cfa8d8f1 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction ce302070 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 75844778 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 6586c965 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 72757478 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 4cf14319 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 00000cff |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 07f9002f |
WWE'12 |
v1.14.4 |
2023-04-27 |
Jump to invalid address: 03fc4000 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction ee8f7000 |
WWE'12 |
v1.14.4 |
2023-04-27 |
Jump to invalid address: 07640000 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 005fc201 |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 00000bfd |
WWE'12 |
v1.14.4 |
2023-04-27 |
MIPSCompileOp: Invalid instruction 000009fc |