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| Game title |
Version |
Latest Report |
Hits |
Message |
| Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 4274a670 |
| Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
1 |
Branch in JumpReg delay slot at 08da59c8 in block starting at 08da58a8 |
| Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 03f30005 |
| Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 40ed5556 |
| 寂静岭:破碎的记忆 |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 08bb4680 +0x-17195 / 64x256 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08eb2c00): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-05-01 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090560a0): duplicate handler |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-05-01 |
1 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=512, but w=4320 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
Branch in JumpReg delay slot at 09e483c8 in block starting at 09e48340 |
| Tomb Raider : Legend |
v1.14.4 |
2023-05-01 |
1 |
Truncating vertex count from 21930 to 21845 |
| Pro Evolution Soccer 2009 |
v1.14.4 |
2023-05-02 |
2 |
Branch in RSZeroComp delay slot at 089f53d9 in block starting at 089f53c9 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=256, but w=2080 (level=0) |
| Mortal Kombat: Unchained |
v1.14.4 |
2023-05-01 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:133: 'comp' : redefinition
ERROR: 0:134: 'type' : redefinition
ERROR: 0:182: 'comp' : redefinition
ERROR: 0:183: 'type' : redefinition
ERROR: 0:231: 'comp' : redefinition
ERROR: 0:232: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 1 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))
// 03000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_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_spot |
| AFTER BURNER: BLACK FALCON |
v1.14.4 |
2023-05-01 |
2 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f84670): duplicate handler |
| RIDGE RACER 2 |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +512x113 / 256x272 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-05-01 |
1 |
Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08918d40 |
| eFootball Chelito 19 |
v1.14.4 |
2023-05-01 |
1 |
WriteToHardware: Invalid address dead9ffb near PC 089c9934 LR 08860794 |
| eFootball Chelito 19 |
v1.14.4 |
2023-05-01 |
2 |
MIPSCompileOp: Invalid instruction 9c7b7a0e |
| eFootball Chelito 19 |
v1.14.4 |
2023-05-02 |
2 |
MIPSCompileOp: Invalid instruction 7bfe0ffd |
| Daxter |
v1.14.4 |
2023-05-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8780, 4, 00000000, 0) |
| Spider-Man 2 |
v1.14.4 |
2023-05-21 |
3 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +480x-15162 / 64x256 |
| ドラゴンボールZ 真武道会2 |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 01000001 |
| ドラゴンボールZ 真武道会2 |
v1.14.4 |
2023-05-01 |
3 |
MIPSCompileOp: Invalid instruction 425c0000 |
| ドラゴンボールZ 真武道会2 |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 43000000 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 71e2af74 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-02 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +48x-26744 / 64x256 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-05-01 |
1 |
80630006=sceAtracSetDataAndGetID(09e21600, 00000800): invalid RIFF header |
| MTX Mototrax |
v1.15.3 |
2023-05-13 |
11 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(15.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
vec3 processxBR(vec3 color)
{
vec2 pS = vec2(1.0) / u_texelDelta;
vec2 fp = fract(v_texcoord0 * pS);
vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
vec2 dx = vec2(u_texelDelta.x, 0.0);
vec2 dy = vec2(0.0, u_texelDelta.y);
vec2 y2 = dy + dy;
vec2 x2 = dx + dx;
vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
vec3 E = texture(sampler0, TexCoord_0).xyz;
vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec4(b.z, b.w, b.x, b.y);
vec4 i = vec4(c.w, c.x, c.y, c.z);
vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544 |
| MTX Mototrax |
v1.14.4 |
2023-06-23 |
2 |
Replacement rowPitch=128, but w=2000 (level=0) |
| ひぐらしデイブレイク Portable Mega edition |
v1.18.1 |
2024-11-15 |
14 |
sceNetAdhocMatchingInit(32768) at 088ecc8c |
| Dragon Ball Z: Tenkaichi Tag Team Demo |
v1.14.4 |
2023-05-01 |
1 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
| eFootball By TM ARTS |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=128, but w=1024 (level=0) |
| RIDGE RACER 2 |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 04197ec0 +0x76 / 480x272 |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=512, but w=1712 (level=0) |
| METAL SLUG Anthology |
v1.15.4 |
2023-09-21 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1490, 1, 2, 09fff8c0, 20000000, 0) at 08829184 |
| METAL SLUG Anthology |
v1.14.4 |
2023-05-01 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI9fa2, 50:a4:2f:b5:9f:a2, 20000000, 0) at 08829208 |
| PES 22 BY HAROUN Z |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=2048, but w=8192 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=256, but w=3200 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-02 |
9 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-24479 / 64x256 |
| eFootball 2023 by ESTEEM GAMING |
v1.14.4 |
2023-05-10 |
2 |
Replacement rowPitch=512, but w=2048 (level=0) |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0927aa60): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +128x-91 / 64x256 |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09313ec0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092aa640): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0922d930): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0922ca60): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09516c90): duplicate handler |
| TEKKEN 6 |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=256, but w=1352 (level=0) |
| Ratchet |
v1.14.4 |
2023-05-01 |
1 |
WriteToHardware: Invalid address 00000045 near PC 09264fec LR 09263c1c |
| Ratchet |
v1.14.4 |
2023-05-01 |
1 |
WriteToHardware: Invalid address 00000070 near PC 09264fec LR 09263c1c |
| RIDGE RACER 2 |
v1.14.4 |
2024-03-18 |
2 |
Ignoring possible texturing from framebuffer at 04195140 +256x218 / 256x272 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.15.4 |
2023-09-07 |
2 |
00000000=sceUtilityScreenshotInitStart(09a747c8) |
| TEKKEN 6 |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=256, but w=2408 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 710cd848 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 710cd658 |
| デジモンアドベンチャー |
v1.14.4 |
2023-05-01 |
1 |
Unknown GetPointerWrite 3541a200 PC 088afcc4 LR 088afce0 |
| Formula One 06 |
v1.14.4 |
2023-05-01 |
1 |
Truncating vertex count from 37011 to 21845 |
| Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-05-01 |
1 |
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.
01000000:80000331 HWX 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))
// 01000000:80000331 HWX N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
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);
if (comp == 0x1u) {
|
| Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-05-01 |
1 |
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.
01000000:80000321 HWX 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))
// 01000000:80000321 HWX 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 + vec3( |
| Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-05-01 |
1 |
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 |
| Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-05-01 |
1 |
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);
|
| NEED FOR SPEED™ Carbon OTC |
v1.14.4 |
2023-05-01 |
1 |
WriteToHardware: Invalid address 00000460 near PC 08b54870 LR 08b54870 |
| Harvest Moon®: Boy & Girl |
v1.14.4 |
2023-05-01 |
1 |
WriteToHardware: Invalid address f2322f83 near PC 088c7614 LR 088a4ab0 |
| eFootball Pes 2022 By DTG |
v1.14.4 |
2023-07-23 |
3 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| SBK-07 |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=512, but w=1280 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
Branch in branch delay slot at 08808298 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 0000a0f8 |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=2048, but w=3200 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 40f88768 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction ecf68768 |
| MLB 10 The Show ™ |
v1.14.4 |
2023-05-01 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6ec64c17), bad data |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-05-01 |
1 |
Unknown GE command : 34ee6e35 |
| Wipeout Pure |
v1.14.4 |
2023-05-01 |
1 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| RIDGE RACER 2 |
v1.14.4 |
2023-05-01 |
1 |
Ignoring possible texturing from framebuffer at 0417ae00 +1024x120 / 256x272 |
| Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-05-01 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=64, but w=128 (level=0) |
| RIDGE RACER 2 |
v1.14.4 |
2023-06-14 |
2 |
Ignoring possible texturing from framebuffer at 04195140 +0x85 / 256x272 |
| MONSTER HUNTER PORTABLE |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=512, but w=2048 (level=0) |
| ガンダムアサルトサヴァイブ |
v1.14.4 |
2023-05-01 |
1 |
Replacement rowPitch=256, but w=512 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-05-01 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +32x-27749 / 64x256 |
| MAJOR LEAGUE BASEBALL 2K12 |
v1.14.4 |
2023-05-01 |
2 |
Truncating vertex count from 31506 to 21845 |
| PES FL 2022C |
v1.14.4 |
2023-05-01 |
2 |
Branch in branch delay slot at 0886ad51 with different target |
| PES FL 2022C |
v1.14.4 |
2023-05-01 |
4 |
Branch in branch delay slot at 0886ad4d with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
2 |
MIPSCompileOp: Invalid instruction cf72205b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction ef44fd59 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction efa33472 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction b7d94c28 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction ef4f3a22 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 623d91e7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 718ca627 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
2 |
MIPSCompileOp: Invalid instruction 9fe7b20e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
2 |
MIPSCompileOp: Invalid instruction 4e835edd |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-05-01 |
1 |
MIPSCompileOp: Invalid instruction 4322f1c7 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c36434, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c36434, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aeafc4, 4, 00000000, 0) |