Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f6f7f6
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction efeff6fa
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eeeeecf0
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f6f9fa
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eef1f5f3
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction efeff2f3
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction 78383838
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eff1f2f3
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f0ecee
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f6f9fd
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f3f2f1
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f5f3f2
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction 7bd8faf8
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f1f0e7
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction b2e8fcfb
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction 7ed5f8f3
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction efe3c8b5
WWE'12 v1.14.4 2023-02-28 8 MIPSCompileOp: Invalid instruction 47474747
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction 453d9ae4
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction cec3c3cd
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction efe7e4e4
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eceef1f5
WWE'12 v1.14.4 2023-02-28 1 WriteToHardware: Invalid address deadb4df near PC 08f42584 LR 08915c1c
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction efeceff1
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f5f6f5
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f2f1f1
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f2f3f7
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eceff3f5
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction eeeae4f3
WWE'12 v1.14.4 2023-02-28 4 MIPSCompileOp: Invalid instruction f3f5f3fa
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-28 1 WriteToHardware: Invalid address 3b2e67c0 near PC 08832b70 LR 08832b70
SBK®09 Superbike World Championship v1.14.4 2023-02-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fc2fd0): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-02-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093187c0): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-02-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093de8d0): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-02-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090be100): duplicate handler
300: March to Glory v1.14.4 2024-12-11 2 WriteToHardware: Invalid address 000026c8 near PC 08989278 LR 08987cc4
eFootball By TM ARTS v1.14.4 2024-07-21 2 Replacement rowPitch=512, but w=2220 (level=0)
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-02-28 1 WriteToHardware: Invalid address 00000070 near PC 089bcac4 LR 089bc680
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-07-09 2 WriteToHardware: Invalid address 00000204 near PC 089bcac4 LR 089bc680
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-02-28 1 WriteToHardware: Invalid address 000001ee near PC 089bcac4 LR 089bc680
BOMBERMAN v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(d2KLKKe, 2, 4, 09fff460, 30000000, 0) at 088d05d4
BOMBERMAN v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(f2K71ce, 2, 4, 09fff460, 30000000, 0) at 088d05d4
BOMBERMAN v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71ce, 04:73:f0:17:80:da, 30000000, 0) at 088d02ac
BOMBERMAN v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(c14IdJe, d6:37:d3:76:1d:a9, 30000000, 0) at 088d02ac
BOMBERMAN v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(c14IdJd, 2, 3, 09fff460, 30000000, 0) at 088d05d4
BOMBERMAN v1.14.4 2023-02-28 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(c14IdJd, d6:37:d3:76:1d:a9, 30000000, 0) at 088d02ac
ボンバーマン ポータブル v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(e144Jbe, 04:73:f0:17:80:da, 30000000, 0) at 088cce7c
ボンバーマン ポータブル v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(e144Jbd, 2, 3, 09fff460, 30000000, 0) at 088cd1a4
FRONTIER GATE Boost+ v1.9.3 2025-03-26 4 MIPSCompileOp: Invalid instruction 02020301
ボンバーマン ポータブル v1.14.4 2023-02-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(d01LJLd, 2, 3, 09fff460, 30000000, 0) at 088cd1a4
ボンバーマン ポータブル v1.14.4 2023-02-28 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(d01LJLd, fc:4a:c0:2c:ae:4a, 30000000, 0) at 088cce7c
FRONTIER GATE Boost+ v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 001b017f
FRONTIER GATE Boost+ v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 02070001
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 431e0000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 41e60000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 439ec000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 2 MIPSCompileOp: Invalid instruction 41340000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 431d8000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 2 MIPSCompileOp: Invalid instruction 43880000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-28 2 MIPSCompileOp: Invalid instruction 43f00000
ボンバーマン ポータブル v1.14.4 2023-02-28 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71cc, d4:e9:f5:e1:72:b0, 30000000, 0) at 088cce7c
ボンバーマン ポータブル v1.14.4 2023-03-18 6 UNTESTED sceNetAdhocctlCreateEnterGameMode(f2K71cc, 2, 2, 09fff470, 30000000, 0) at 088cd1a4
ボンバーマン ポータブル v1.14.4 2023-03-18 4 UNTESTED sceNetAdhocctlJoinEnterGameMode(f2K71cc, 04:73:f0:17:80:da, 30000000, 0) at 088cce7c
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-02-28 1 Replacement rowPitch=256, but w=2456 (level=0)
eFootball PES 2022 "SNE" v1.14.4 2023-05-07 4 Replacement rowPitch=256, but w=400 (level=0)
METAL SLUG Anthology v1.14.4 2023-03-18 3 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI72b0, d4:e9:f5:e1:72:b0, 20000000, 0) at 08829190
METAL SLUG Anthology v1.14.4 2023-03-18 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI72b0, 1, 2, 09fff8c0, 20000000, 0) at 0882910c
eFootball Haroun Z 2022 v1.14.4 2023-08-20 8 Replacement rowPitch=1024, but w=2224 (level=0)
eFootball 2023 Special Ligue 2 RH12 v1.14.4 2023-02-28 1 Replacement rowPitch=512, but w=2924 (level=0)
SBK®09 Superbike World Championship v1.9.4 2025-05-03 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0914c3e0): duplicate handler
RIDGE RACER 2 v1.14.4 2023-02-28 1 Ignoring possible texturing from framebuffer at 0416b780 +512x127 / 256x272
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 4200ff10
eFootball PES 2022 Danilo Gamer v1.14.4 2023-03-27 11 MIPSCompileOp: Invalid instruction 0000000e
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 43000324
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-28 1 MIPSCompileOp: Invalid instruction 43000a24
TEKKEN 6 v1.14.4 2023-02-28 1 Replacement rowPitch=1536, but w=2240 (level=0)
Iso Super Heroes Tenkaichi V5 Final A.O v1.14.4 2023-03-06 5 Truncating vertex count from 29124 to 21845
初音ミク -Project DIVA- extend v1.14.4 2023-02-28 1 00000000=sceUtilityScreenshotInitStart(09241170)
TEKKEN DARK RESURRECTION v1.14.4 2023-02-28 1 Replacement rowPitch=1024, but w=3696 (level=0)
METAL GEAR SOLID DIGITAL GRAPHIC NOVEL v1.14.4 2023-02-28 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
White Knight Chronicles™: Origins v1.18.1 2025-06-27 23 00000000=sceUtilityScreenshotInitStart(09c921fc)
PES 2014 v1.14.4 2023-02-28 1 Replacement rowPitch=2048, but w=2560 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-02-28 1 Replacement rowPitch=2048, but w=4088 (level=0)
LEGO® Batman™: The Videogame v1.14.4 2023-02-28 26 80420014=__sceSasCore(08af2040, 00001000): invalid address
LEGO® Batman™: The Videogame v1.14.4 2023-02-28 26 80420014=__sceSasCore(08af2040, 00001400): invalid address
PES 2023 BY SPARTAN JR8 v1.14.4 2023-03-13 3 Replacement rowPitch=512, but w=2036 (level=0)
SBK®09 Superbike World Championship v1.9.4 2025-06-01 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093b9f60): duplicate handler
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-04-22 2 Ignoring possible texturing from framebuffer at 04154000 +0x178 / 256x272
Megamind v1.14.4 2023-03-19 2 Ignoring possible texturing from framebuffer at 041ac000 +0x44 / 64x64
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-06-14 7 Replacement rowPitch=1024, but w=5120 (level=0)
METAL SLUG Anthology v1.14.4 2023-02-28 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIe5e3, 30:a1:d7:da:e5:e3, 20000000, 0) at 088e683c
METAL SLUG Anthology v1.14.4 2023-02-28 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI7149, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
Untold Legends The Warrior's Code v1.14.4 2023-02-28 33 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Midnight Club 3: Dub Edition v1.17.1 2024-04-11 3 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Brigada M v1.14.4 2023-02-28 4 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000929 HWX C T LM 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)) // 01000000:80000929 HWX C T LM Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 { lightScale = 0.0; } break; default: lightScale = 1.0;
Brigada M v1.14.4 2023-02-28 5 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. 01000000:80000b31 HWX 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)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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_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; 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 { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Brigada M v1.14.4 2023-02-28 5 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 {
Brigada M v1.14.4 2023-02-28 5 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
Crash® of the Titans v1.14.4 2023-02-28 4 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. 01000000:80000b31 HWX 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)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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_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; 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 { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Crash® of the Titans v1.14.4 2023-02-28 4 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM 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)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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; 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 { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + v

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