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| Game title |
Version |
Latest Report |
Hits |
Message |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 07feb880 PC 09ffa524 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02d3f7e0 PC 09ffa520 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e09250 PC 09ffa51c LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 0534ae00 PC 09ffa514 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e0ccf0 PC 09ffa510 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 0534ae00 PC 09ffa504 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 07fea680 PC 09ffa500 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03d00000 PC 09ffa4e8 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e0ccf0 PC 09ffa4e4 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02d13180 PC 09ffa4e0 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 07fe94c0 PC 09ffa4d8 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 0534ae00 PC 09ffa4d4 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e09c60 PC 09ffa4d0 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e0d1c0 PC 09ffa4cc LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 020100c0 PC 09ffa4c8 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 0534ae00 PC 09ffa4c4 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 0534c3b0 PC 09ffa4c0 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03d00000 PC 09ffa4b8 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02e0a280 PC 09ffa4b4 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03255fd0 PC 09ffa4b0 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02034be0 PC 09ffa4ac LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03d00000 PC 09ffa4a8 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 07feb880 PC 09ffa4a4 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03ce7340 PC 09ffa4a0 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 07fe94c0 PC 09ffa498 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 03c36bf0 PC 09ffa490 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02034a40 PC 09ffa48c LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
3 |
MIPSCompileOp: Invalid instruction 00000001 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 02048e40 PC 09ffa47c LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 033c0000 PC 09ffa478 LR 09ffa474 |
| Tom Clancy's Rainbow Six Vegas |
v1.14.4 |
2023-03-06 |
1 |
Jump to invalid address: 033c0000 PC 09ffa474 LR 09ffa474 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-06 |
2 |
80630006=sceAtracSetDataAndGetID(097f2740, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-06 |
1 |
80630006=sceAtracSetDataAndGetID(098e7e40, 00000800): invalid RIFF header |
| E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=256, but w=3200 (level=0) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-03-06 |
1 |
00000000=sceUtilityScreenshotInitStart(09a80e68) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-06 |
1 |
80630006=sceAtracSetDataAndGetID(09920b80, 00000800): invalid RIFF header |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +144x-19872 / 64x256 |
| 初音ミク -Project DIVA- extend |
v1.14.4 |
2023-03-06 |
1 |
00000000=sceUtilityScreenshotInitStart(092ec1a0) |
| The Legend of Heroes |
v1.14.4 |
2023-04-23 |
4 |
Ignoring possible texturing from framebuffer at 04174000 +0x64 / 256x128 |
| The Legend of Heroes |
v1.18 |
2025-01-01 |
20 |
Rendering to framebuffer offset at 04154000 +256x0 (stride 512) |
| ファンタシースターポータブル2インフィニティ |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +1728x180 / 480x272 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +256x-13543 / 64x256 |
| eFootball PES PPSSPP AFF CUP |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=256, but w=512 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-18943 / 64x256 |
| eFootball PES PPSSPP AFF CUP |
v1.14.4 |
2023-03-06 |
1 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| eFootball By TM ARTS |
v1.14.4 |
2023-03-06 |
3 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 0009 |
| eFootball By TM ARTS |
v1.17.1 |
2024-09-13 |
10 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f |
| ファンタシースターポータブル2インフィニティ |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +1664x247 / 480x272 |
| 無雙OROCHI 蛇魔再臨 增值版 |
v1.14.4 |
2023-03-30 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N 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 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);
if (comp == 0x1u) {
if ( |
| 無雙OROCHI 蛇魔再臨 增值版 |
v1.14.4 |
2023-03-30 |
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) 330 - 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 |
| 無雙OROCHI 蛇魔再臨 增值版 |
v1.14.4 |
2023-03-30 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T 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 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 {
lightScale = 0.0;
|
| Efootball 2023 Liga Mx by Hernandez |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=512, but w=6400 (level=0) |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 426c0000 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 42980000 |
| MotoGP |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=512, but w=2880 (level=0) |
| E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.4 |
2023-03-09 |
3 |
Replacement rowPitch=512, but w=1400 (level=0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-06 |
1 |
80630006=sceAtracSetDataAndGetID(0973f580, 00000800): invalid RIFF header |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=256, but w=3200 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-06-21 |
4 |
00000000=sceUtilityScreenshotInitStart(09cab4c8) |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.16.6 |
2025-02-05 |
2 |
WriteToHardware: Invalid address 00000008 near PC 088b1c60 LR 088b1c94 |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.16.6 |
2025-02-05 |
2 |
WriteToHardware: Invalid address 00000000 near PC 088b1c60 LR 088b1c94 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +416x-9326 / 64x256 |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=512, but w=2400 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-06 |
1 |
80420014=__sceSasCoreWithMix(08b65a00, 2f0d6100, 4096, 4096): invalid address |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 00001001 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 00000028 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 4c77cc8a |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 00e7871f |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-07-11 |
2 |
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 r8p0-00dev0 [Revision 96995].
01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform 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);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - 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);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.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 | |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-03-06 |
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 r8p0-00dev0 [Revision 96995].
01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 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 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 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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.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);
|
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=512, but w=940 (level=0) |
| eFootball Chelito 19 |
v1.14.4 |
2023-03-06 |
1 |
Replacement rowPitch=512, but w=3072 (level=0) |
| Prince of Persia - Rival Swords |
v1.14.4 |
2023-03-06 |
1 |
Block transfer invalid: 00000000/0 -> 00000000/0, 267x263x2 (1,0)->(546,640) |
| Prince of Persia - Rival Swords |
v1.14.4 |
2023-03-06 |
1 |
Unknown GE command : 0d29223d |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-03-14 |
2 |
Replacement rowPitch=256, but w=2000 (level=0) |
| UMD™登録アプリケーション |
v1.14.4 |
2023-03-06 |
1 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.14.4 |
2023-03-06 |
1 |
MIPSCompileOp: Invalid instruction 43660000 |
| DMB Tuner |
v1.20.1 |
2026-06-23 |
29 |
UNIMPL sceVaudioSetAlcMode(1) |
| BEATERATOR |
v1.14.4-468-g05f10ce38 |
2023-12-20 |
17 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| PES 2013 |
v1.14.4 |
2023-03-06 |
1 |
80630006=sceAtracSetDataAndGetID(09a22200, 00004000): invalid RIFF header |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +16x-7712 / 64x256 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-03-06 |
1 |
UNTESTED sceKernelReleaseWaitThread() might not do the right thing in a callback |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-03-05 |
1 |
Replacement rowPitch=2048, but w=3600 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-06 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +48x-2424 / 64x256 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-03-05 |
1 |
Replacement rowPitch=512, but w=3200 (level=0) |
| MotoGP |
v1.14.4 |
2023-04-09 |
2 |
Replacement rowPitch=256, but w=4000 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-05 |
1 |
WriteToHardware: Invalid address 00003f00 near PC 089adbb4 LR 089adbb4 |
| RIDGE RACER® |
v1.14.4 |
2023-03-07 |
2 |
Ignoring possible texturing from framebuffer at 04195140 +256x213 / 256x272 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.18.1 |
2025-04-28 |
3 |
WriteToHardware: Invalid address 00000038 near PC 08816e48 LR 08816e6c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-12 |
4 |
Replacement rowPitch=512, but w=1024 (level=0) |
| Xiaolin Showdown |
v1.14.4 |
2023-03-05 |
2 |
80630006=sceAtracSetDataAndGetID(08c049c0, 00020000): invalid RIFF header |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-05 |
4 |
MIPSCompileOp: Invalid instruction 00c8ad7d |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-05 |
3 |
MIPSCompileOp: Invalid instruction 00ee921e |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-05 |
3 |
MIPSCompileOp: Invalid instruction 00f1c481 |
| Persona3 PORTABLE |
v1.14.4 |
2023-03-05 |
3 |
MIPSCompileOp: Invalid instruction 00ee9e37 |
| Dragon Ball Z: Tenkaichi Tag Team Demo |
v1.14.4 |
2023-03-05 |
1 |
WriteToHardware: Invalid address 40000000 near PC 08943530 LR 08943764 |
| Dead to Rights: Reckoning |
v1.14.4 |
2023-03-30 |
13 |
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) 330 - 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 |
| KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2024-05-04 |
2 |
Ignoring possible texturing from framebuffer at 04174000 +448x182 / 480x272 |
| Dead to Rights: Reckoning |
v1.14.4 |
2023-03-30 |
19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N 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 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);
if (comp == 0x1u) {
if ( |