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
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 (

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