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| Game title |
Version |
Latest Report |
Hits |
Message |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-05-27 |
6 |
MIPSCompileOp: Invalid instruction 46647261 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-05-27 |
12 |
MIPSCompileOp: Invalid instruction 43005854 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 06a97840 PC 09a644e4 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c08c0 PC 09a644e0 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c05c0 PC 09a644dc LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c0500 PC 09a644d8 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c0800 PC 09a644d4 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c0740 PC 09a644d0 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
5 |
Jump to invalid address: 069c0680 PC 09a644cc LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
4 |
Jump to invalid address: 069c0a40 PC 09a644c8 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
2 |
Jump to invalid address: 069c0b00 PC 09a644c4 LR 088626a4 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-01-28 |
3 |
Jump to invalid address: 069c0980 PC 09a644c0 LR 088626a4 |
| Efootball 2022 Komo Valeri... |
v1.14.4 |
2023-10-04 |
7 |
Replacement rowPitch=512, but w=520 (level=0) |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.14.4 |
2023-02-07 |
6 |
80630011=sceAtracSetDataAndGetID(08dced80, 00000000): buffer too small |
| Burnout™ Legends |
v1.14.4 |
2023-03-14 |
2 |
Ignoring possible texturing from framebuffer at 04174000 +0x151 / 64x272 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-04-27 |
9 |
Replacement rowPitch=256, but w=512 (level=0) |
| 仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2024-03-17 |
22 |
Replacement rowPitch=512, but w=4096 (level=0) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-07 |
1 |
00000000=sceUtilityScreenshotInitStart(09a80f18) |
| eFootball PPSSPP Winter Season R-HAPIZ 12 |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=1024, but w=1520 (level=0) |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 2 |
v1.14.4 |
2023-02-07 |
1 |
80630006=sceAtracSetDataAndGetID(08b73540, 0016cf14): invalid RIFF header |
| RIDGE RACERS 2 |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 041e7d80 +320x88 / 256x272 |
| RIDGE RACERS 2 |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 041e6940 +352x93 / 256x272 |
| RIDGE RACERS 2 |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| RIDGE RACERS 2 |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| Pursuit Force |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +256x241 / 128x272 |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-02-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09474754, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-02-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09474754, 4, 00000000, 0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=256, but w=2000 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=256, but w=1996 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 41f54ded |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7bcefad3 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 9dfc623f |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 00520041 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 00001777 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7777773f |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7772cf21 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 00000777 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7777733b |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
2 |
MIPSCompileOp: Invalid instruction 0000003e |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 40484d39 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 433e4044 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 4b4ec6cf |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 010200ff |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 000c0001 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 418414b2 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 62692589 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 47eb037f |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 4fbfef98 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7e4e58ee |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 7ba9da71 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction ec447f4f |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 40f03a25 |
| 討鬼伝 極 |
v1.14.4 |
2023-02-07 |
3 |
80020190=sceKernelCreateThread(KtolNetThread, 08bf9544, 00000064, 8192, 00000000, 00000000): out of memory, 00002000 stack requested |
| Resistance: Retribution™ |
v1.15.3 |
2023-05-16 |
4 |
Unknown GetPointerWrite 1908a938 PC 08be51dc LR 08cd6754 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-01 |
97 |
MIPSCompileOp: Invalid instruction 0000ffff |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-02-09 |
3 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-02-07 |
1 |
Unknown GetPointerWrite 0a384540 PC 08a52804 LR 08a52824 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-05 |
5 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-18589 / 64x256 |
| TRON EVOLUTION |
v1.14.4 |
2023-02-07 |
1 |
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].
01f35551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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))
// 01f35551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
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 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 mediump vec3 u_lightatt3;
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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_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) {
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 * 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) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), w |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-13088 / 64x256 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=512, but w=3072 (level=0) |
| Spider-Man 3 |
v1.14.4 |
2023-02-23 |
2 |
WriteToHardware: Invalid address 00000d40 near PC 08a01888 LR 08a01888 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +416x-18984 / 64x256 |
| PES 2021 LIGA BETPLAY COLOMBIA KALETH MICKEY,YUNIER PB,MASTIV VELASQUEZ |
v1.17.1 |
2024-05-07 |
29 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-21 |
4 |
Replacement rowPitch=256, but w=2800 (level=0) |
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular. |
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
in mediump float w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
|
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec |
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.14.4 |
2023-02-07 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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 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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
| МЕГАМОЗГ |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 04134000 +0x48 / 64x64 |
| МЕГАМОЗГ |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 04138000 +0x36 / 64x64 |
| eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.14.4 |
2023-03-07 |
3 |
Replacement rowPitch=2048, but w=3644 (level=0) |
| eFootball By Idandroid Official |
v1.14.4 |
2023-07-06 |
16 |
Replacement rowPitch=256, but w=1024 (level=0) |
| EFOOTBALL V. 1 BY PRFD |
v1.14.4 |
2023-04-23 |
5 |
Replacement rowPitch=128, but w=512 (level=0) |
| eFootball Chelito 19 |
v1.18.1 |
2024-12-30 |
26 |
Unknown GetPointerWrite 00000000 PC 08824a58 LR 088113dc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 43da8000 |
| Tomb Raider : Legend |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 6c8c8f00 |
| Tomb Raider : Legend |
v1.14.4 |
2023-02-07 |
1 |
MIPSCompileOp: Invalid instruction 4c27b900 |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-11-30 |
6 |
Replacement rowPitch=1024, but w=8000 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-05 |
2 |
Replacement rowPitch=512, but w=3072 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2025-08-08 |
4 |
Ignoring possible texturing from framebuffer at 08bb4780 +96x-14700 / 64x256 |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.14.4 |
2023-03-29 |
2 |
Replacement rowPitch=128, but w=1164 (level=0) |
| МЕГАМОЗГ |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 0414a000 +0x44 / 64x64 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-07 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-14716 / 64x256 |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.14.4 |
2023-04-20 |
4 |
Replacement rowPitch=512, but w=1600 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-04-19 |
4 |
Replacement rowPitch=128, but w=1164 (level=0) |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2024-10-28 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0932a490): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-24 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +352x-14532 / 64x256 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=128, but w=3092 (level=0) |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.14.4 |
2023-02-07 |
1 |
Replacement rowPitch=128, but w=704 (level=0) |
| 学園ヘタリア Portable |
v1.18.1 |
2026-03-13 |
44 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-07 |
6 |
80630006=sceAtracSetDataAndGetID(09db8d80, 00014000): invalid RIFF header |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-02-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aabfbc, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-02-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aabfbc, 4, 00000000, 0) |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-03 |
24 |
80630006=sceAtracSetDataAndGetID(09e086c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-07 |
1 |
80630006=sceAtracSetDataAndGetID(0984a280, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-07 |
1 |
80630006=sceAtracSetDataAndGetID(09865640, 00014000): invalid RIFF header |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-12-28 |
5 |
Replacement rowPitch=512, but w=1400 (level=0) |