Recent logs - v1.12.3-1071-g830420f0c

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Game title Version Latest Report Message
RONNIE O'SULLIVANS SNOOKER v1.12.3-1071-g830420f0c 2024-04-12 Failed to read valid video stream data from header
eFootball Chelito 19 v1.12.3-1071-g830420f0c 2024-03-29 avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7
HEROES' VS v1.12.3-1071-g830420f0c 2024-02-12 Failed to read valid video stream data from header
Despicable Me v1.13.1 2024-02-13 Failed to read valid video stream data from header
LUNAR -HARMONY of SILVER STAR- v1.12.3-1071-g830420f0c 2024-02-11 Failed to read valid video stream data from header
Xyanide: Resurrection v1.12.3-1071-g830420f0c 2024-01-03 Failed to read valid video stream data from header
X-Men Legends 2: Rise of Apocalypse v1.12.3-1071-g830420f0c 2024-01-02 Failed to read valid video stream data from header
Wipeout Pure v1.12.3-1071-g830420f0c 2024-01-02 Failed to read valid video stream data from header
WipEout® Pulse v1.12.3-1071-g830420f0c 2024-01-02 Failed to read valid video stream data from header
FIFA 12 v1.12.3-1071-g830420f0c 2023-12-25 Failed to read valid video stream data from header
Virtua Tennis 3 v1.12.3-1071-g830420f0c 2023-12-25 avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7
Death, Jr. v1.12.3-1071-g830420f0c 2023-12-04 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 r5p1-01rel0 [Revision 96995]. 01f14441:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * 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); 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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; 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 = (projPos.z
Death, Jr. v1.12.3-1071-g830420f0c 2023-12-04 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 r5p1-01rel0 [Revision 96995]. 01f14441:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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_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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * 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); 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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; 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); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_c
DYNASTY WARRIORS Vol.2 v1.16.6-236-g53df5093d 2024-01-12 Failed to read valid video stream data from header
DYNASTY WARRIORS Vol.2 v1.12.3-1071-g830420f0c 2023-11-14 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 r5p1-01rel0 [Revision 96995]. 01f74441:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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 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 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 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 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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 = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * ou
Tenchu: Shadow Assassins v1.12.3-1071-g830420f0c 2023-11-14 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 r5p1-01rel0 [Revision 96995]. 01f74444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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 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 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 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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 = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullR
戦場のヴァルキュリア3 v1.16.6-236-g53df5093d 2024-01-02 Failed to read valid video stream data from header
God of War: Chains of Olympus v1.12.3-1071-g830420f0c 2024-01-25 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 r5p1-01rel0 [Revision 96995]. 01730444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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 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 mediump mat4 u_texmtx; 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
WARRIORS OROCHI 2 v1.17.1 2024-04-13 Failed to read valid video stream data from header
Grand Theft Auto®: Chinatown Wars™ v1.12.3-1071-g830420f0c 2023-09-20 avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7
周刊少年大乱斗 集结!顶上大决战 v1.12.3-1071-g830420f0c 2023-08-03 Failed to read valid video stream data from header
FINAL FANTASY 零式 ディスク1 v1.12.3-1071-g830420f0c 2024-01-03 Failed to read valid video stream data from header
Grand Theft Auto: Liberty City Stories v1.13.1 2024-01-05 Failed to read valid video stream data from header
ワンピース ROMANCE DAWN 冒険の夜明け v1.12.3-1071-g830420f0c 2023-06-27 Failed to read valid video stream data from header
eFootball Chelito 19 v1.15.4 2024-03-29 Failed to read valid video stream data from header
PATAPON™ 2 v1.14.4-987-gf28ac8fdc 2023-11-19 Failed to read valid video stream data from header
Sonic Rivals™ v1.12.3-1071-g830420f0c 2023-02-25 Failed to read valid video stream data from header
GITAROO MAN Lives! v1.13.1 2023-10-15 Failed to read valid video stream data from header
初音ミク -Project DIVA- 2nd v1.12.3-1071-g830420f0c 2023-02-21 Failed to read valid video stream data from header
DJMAX Fever v1.12.3-1071-g830420f0c 2023-02-24 Failed to read valid video stream data from header
Death, Jr. v1.13.2-1944-g3e481634a 2023-12-04 Failed to read valid video stream data from header
DJMAX PORTABLE BLACK SQUARE v1.12.3-1071-g830420f0c 2023-02-25 Failed to read valid video stream data from header
B-Boy v1.12.3-1071-g830420f0c 2023-01-27 Unexpected mpeg first timestamp: 700000a561 / 481036379489
Gran Turismo® v1.14.4 2023-10-22 Failed to read valid video stream data from header
FINAL FANTASY TACTICS®: THE WAR OF THE LIONS™ v1.13.2-1944-g3e481634a 2024-02-17 Failed to read valid video stream data from header
CRISIS CORE -FINAL FANTASY VII- v1.14.4-324-geef5c51c6 2024-03-28 Failed to read valid video stream data from header
MotoGP v1.15.4 2023-09-16 Failed to read valid video stream data from header
PUMPITUPZERO v1.12.3-1071-g830420f0c 2023-01-08 Failed to read valid video stream data from header
PUMP IT UP: EXCEED v1.12.3-1071-g830420f0c 2023-01-15 Failed to read valid video stream data from header
KINGDOM HEARTS Birth by Sleep v1.13.2-1944-g3e481634a 2023-06-01 Failed to read valid video stream data from header
悪魔城ドラキュラXクロニクル v1.13.1 2023-11-29 Failed to read valid video stream data from header
DJMAX PORTABLE v1.12.3-1071-g830420f0c 2023-01-10 Failed to read valid video stream data from header
Audition Portable v1.12.3-1071-g830420f0c 2023-01-27 Failed to read valid video stream data from header
MotorStorm®: Arctic Edge v1.12.3-1071-g830420f0c 2022-12-18 Failed to read valid video stream data from header
WWE SmackDown! vs. RAW 2006. v1.13.2-1944-g3e481634a 2023-05-09 Failed to read valid video stream data from header
DJMAX PORTABLE 3 v1.12.3-1071-g830420f0c 2022-12-23 Failed to read valid video stream data from header
Patapon® 3 v1.13.2 2023-11-19 Failed to read valid video stream data from header
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-10-12 Failed to read valid video stream data from header
Virtua Tennis 3 v1.13.1 2024-01-02 Failed to read valid video stream data from header
God of War®: Ghost of Sparta v1.16.5 2024-01-17 Failed to read valid video stream data from header
グランツーリスモ® v1.13.2-1944-g3e481634a 2023-10-14 Failed to read valid video stream data from header
Tenchu: Shadow Assassins v1.13.2 2024-02-17 Failed to read valid video stream data from header
RIDGE RACER v1.14.4-324-geef5c51c6 2024-01-02 Failed to read valid video stream data from header
Crash™ Tag Team Racing v1.13.2-1944-g3e481634a 2023-10-11 Failed to read valid video stream data from header
仮面ライダー クライマックスヒーローズ フォーゼ v1.12.3-1071-g830420f0c 2022-08-23 Failed to read valid video stream data from header
X-Men Origins: Wolverine v1.13.1 2024-01-02 Failed to read valid video stream data from header
TEKKEN DARK RESURRECTION v1.17.1 2024-04-16 sceNetAdhocMatchingInit(24576) at 08867bb8
Pro Evolution Soccer 6 v1.12.3-999-g97bc7a1ae 2024-03-08 Failed to read valid video stream data from header
ウルトラマン Fighting Evolution 0 v1.17.1 2024-04-17 sceNetAdhocMatchingInit(32768) at 088ceba4
Family Guy v1.13.2-1944-g3e481634a 2023-07-04 Failed to read valid video stream data from header
Justice League: Heroes™ v1.13.1 2023-09-23 Failed to read valid video stream data from header
WWE'12 v1.17.1 2024-03-29 Failed to read valid video stream data from header
WWE SmackDown vs. RAW 2011 v1.12.3-1071-g830420f0c 2024-01-02 Failed to read valid video stream data from header
Colin McRae Rally 2005 Plus v1.13.2-1944-g3e481634a 2023-11-10 Failed to read valid video stream data from header
SpongeBob SquarePants: The Yellow Avenger v1.17 2024-02-08 Failed to read valid video stream data from header
Sonic Rivals™ v1.12.3-1071-g830420f0c 2022-05-14 Failed to read valid video stream data from header
FREE RUNNING v1.12.3-1071-g830420f0c 2022-05-14 Failed to read valid video stream data from header
God of War: Chains of Olympus v1.17.1 2024-04-04 Failed to read valid video stream data from header
DaedalusX64 v1.12.3-1071-g830420f0c 2022-11-14 MFIC instruction hit (70020024) at 088eb8b0
METAL SLUG Anthology v1.14.4-324-geef5c51c6 2023-09-18 Failed to read valid video stream data from header
地球防衛軍2 PORTABLE v1.17.1-16-gf5450e40e 2024-04-17 sceNetAdhocMatchingInit(32768) at 08970a04
BURNOUT DOMINATOR v1.13.2-1944-g3e481634a 2023-10-13 Failed to read valid video stream data from header
BURNOUT DOMINATOR v1.17.1-60-g7cddd09e3 2024-04-17 sceNetAdhocMatchingInit(9816) at 088fc4e8
GTA: Liberty City Stories v1.16.5 2024-03-29 Failed to read valid video stream data from header
Jak & Daxter™: The Lost Frontier v1.9.3-478-gb475e7356 2024-03-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=255, data=0, text=0
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.13.1 2024-02-12 Failed to read valid video stream data from header
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-12 Failed to read valid video stream data from header
Tomb Raider : Legend v1.14.4-324-geef5c51c6 2023-07-23 Failed to read valid video stream data from header
SOULCALIBUR: Broken Destiny v1.16.6 2024-04-12 Failed to read valid video stream data from header
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2024-04-14 Failed to read valid video stream data from header
NEED FOR SPEED™ UNDERCOVER v1.17.1-16-gf5450e40e 2024-03-10 Failed to read valid video stream data from header
BEN 10: Protector of Earth v1.16.6 2024-01-29 Failed to read valid video stream data from header
SOULCALIBUR: Broken Destiny v1.17.1 2024-04-12 sceIoChstat: change attr to 0000 requested
PSP Music Center v0.1 by RNB_PSP v1.12.3-1071-g830420f0c 2022-07-01 MFIC instruction hit (70020024) at 08be77b8
Spider-Man 2 v1.12.3-1071-g830420f0c 2024-01-16 Failed to read valid video stream data from header
DaedalusX64 v1.13.2 2022-11-14 sceKernelCreateThread(name=exception): unsupported attributes 00001007
Mega Man Maverick Hunter X v1.14.4 2023-11-14 Failed to read valid video stream data from header
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.17.1 2024-04-17 sceIoChstat: change attr to 0000 requested
Burnout™ Legends v1.13.1 2023-09-13 Failed to read valid video stream data from header
DaedalusX64 v1.13.2-1351-g0746ebdb5 2022-11-25 sceGeListEnqueue: invalid address 40000000
DaedalusX64 v1.13.2-2000-gf0a905cad 2022-11-25 Unimplemented HLE function scePowerLock
DaedalusX64 v1.13.2-2000-gf0a905cad 2022-11-25 Unimplemented HLE function sceKernelDcacheWritebackAll
DaedalusX64 v1.13.2-2000-gf0a905cad 2022-11-26 sceKernelCreateThread(name=MediaEngine): unsupported attributes 00001006
DaedalusX64 v1.13.2-1351-g0746ebdb5 2022-11-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.17.1-16-gf5450e40e 2024-04-09 Failed to read valid video stream data from header
DaedalusX64 v1.13.2 2022-11-26 Trying to relocate non-loaded section (null)
Crash® of the Titans v1.15.4 2024-03-17 Failed to read valid video stream data from header
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.16.6 2024-03-11 Failed to read valid video stream data from header
TEKKEN DARK RESURRECTION v1.16.6 2024-03-22 Failed to read valid video stream data from header
Need For Speed™ Underground Rivals v1.15.2 2024-01-09 Failed to read valid video stream data from header