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Game title |
Version |
Latest Report |
Message |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction 00370045 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction 05268a00 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction 02959005 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction cd4bc419 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction cc195c19 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
MIPSCompileOp: Invalid instruction cc05d418 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2025-01-21 |
Jump to invalid address: 07545940 |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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))
// 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 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 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 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 = color0.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outP |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#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))
// 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 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 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 = color0.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#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))
// 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 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 = color0.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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))
// 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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 = u_matambientalpha;
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 - 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
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 || projPos.y < u_cullRangeMi |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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))
// 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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 = u_matambientalpha;
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 - 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
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 || projPos.y < u_cullRangeMi |
eFootball Chelito 19 |
v1.15.4 |
2025-01-19 |
Unknown GetPointer c1c687c2 PC 08816090 LR 08816098 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2025-01-18 |
sceDmacMemcpy(dest=0414e000, src=097a3120, size=288320): overlapping read |
Prince of Persia - Revelations |
v1.15.4 |
2025-01-18 |
sceDmacMemcpy(dest=08e3de70, src=08e4d870, size=8256): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2025-01-16 |
sceDmacMemcpy(dest=0414e000, src=095d96a0, size=263856): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2025-01-15 |
sceDmacMemcpy(dest=0414e000, src=095d9620, size=200256): overlapping read |
Harry Potter and the Goblet of Fire™ |
v1.15.4 |
2025-01-14 |
__KernelStopThread: thread 440 does not exist (ApctlThread deleted) |
第2次スーパーロボット大戦Z 破界篇 |
v1.15.4 |
2025-01-13 |
sceDmacMemcpy(dest=04110000, src=09696a80, size=557056): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2025-01-13 |
sceDmacMemcpy(dest=0414e000, src=095bbcf0, size=244976): overlapping read |
LocoRoco™ |
v1.18.1 |
2025-01-20 |
Failed to truncate file. |
Toy Story 3 |
v1.15.4 |
2025-01-11 |
__KernelStopThread: thread 1086 does not exist (helper deleted) |
Toy Story 3 |
v1.15.4 |
2025-01-11 |
__KernelStopThread: thread 936 does not exist (helper deleted) |
Toy Story 3 |
v1.15.4 |
2025-01-11 |
__KernelStopThread: thread 922 does not exist (helper deleted) |
Toy Story 3 |
v1.15.4 |
2025-01-11 |
__KernelStopThread: thread 758 does not exist (helper deleted) |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2025-01-10 |
sceDmacMemcpy(dest=0965f940, src=08400000, size=72384): overlapping read |
第2次スーパーロボット大戦Z 破界篇 |
v1.15.4 |
2025-01-10 |
ReadFromHardware: Invalid address 0d3fd5c8 near PC 0881e8a0 LR 0881e834 |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2025-01-10 |
sceDmacMemcpy(dest=097ecc40, src=08400000, size=203968): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2025-01-10 |
sceDmacMemcpy(dest=098a0640, src=08400000, size=72384): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2025-01-09 |
sceDmacMemcpy(dest=0414e000, src=094f18f0, size=178752): overlapping read |
eFootball PC - V. |
v1.15.4 |
2025-01-09 |
Unknown GetPointer 00003d70 PC 0881c428 LR 0881c438 |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.4 |
2025-01-08 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
eFootball PC - V. |
v1.15.4 |
2025-01-07 |
Unknown GetPointer 00003300 PC 0884a918 LR 0884a938 |
eFootball PC - V. |
v1.15.4 |
2025-01-04 |
Unknown GetPointer 00019cd0 PC 0881c428 LR 0881c438 |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2025-01-04 |
sceDmacMemcpy(dest=095f2940, src=08400000, size=72384): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2025-01-02 |
sceDmacMemcpy(dest=095f2600, src=08400000, size=72384): overlapping read |
ワールド・ネバーランド~ナルル王国物語~ |
v1.15.4 |
2025-01-01 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
ワールド・ネバーランド~ナルル王国物語~ |
v1.15.4 |
2025-01-01 |
sceKernelRegisterSubIntrHandler(30, 0, 0884e790, 00000000): duplicate handler |
LittleBigPlanet™ |
v1.15.4 |
2025-01-01 |
sceKernelRegisterSubIntrHandler(30, 0, 0884e790, 00000000): duplicate handler |
EAGLE PATCH 2025 PSP LIGA MX & MLS |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 01010101 |
絶体絶命都市3 ─壊れゆく街と彼女の歌─ |
v1.15.4 |
2024-12-29 |
sceDmacMemcpy(dest=04088000, src=09719680, size=557056): overlapping read |
LEGO® Batman™: The Videogame |
v1.15.4 |
2024-12-29 |
Unexpected mpeg first timestamp: cdd38bfaeac / 14144279391916 |
eFootball Chelito 19 |
v1.18.1 |
2025-01-20 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034 |
eFootball Chelito 19 |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08000038 in block starting at 08000034 |
eFootball Chelito 19 |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08000034 in block starting at 08000034 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
Jump to invalid address: 0bbef770 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
Jump to invalid address: 0bbef470 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
Jump to invalid address: 0bbef370 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
Jump to invalid address: 070ef060 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
Jump to invalid address: 0bbef270 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-29 |
MIPSCompileOp: Invalid instruction 71f5ac34 |
Mortal Kombat: Unchained |
v1.15.4 |
2024-12-28 |
__KernelStopThread: thread 390 does not exist (helper deleted) |
eFootball Chelito 19 |
v1.15.4 |
2024-12-28 |
ReadFromHardware: Invalid address 139d2818 near PC 08849a4c LR 08849a58 |
PATCH SPARTAN11 |
v1.15.4 |
2024-12-28 |
Unknown GetPointer 0000f5bd PC 0881c430 LR 0881c438 |
PATCH SPARTAN11 |
v1.15.4 |
2024-12-28 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
PATAPON™ 2 DonChaka♪ |
v1.15.4 |
2024-12-30 |
sceNetAdhocMatchingInit(16384) at 08a1b6c8 |
eFootball PC - V. |
v1.15.4 |
2024-12-27 |
ReadFromHardware: Invalid address 00000000 near PC 08a063b4 LR 08a3fbe4 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-27 |
ReadFromHardware: Invalid address 1397d998 near PC 08849a4c LR 08849a58 |
eFootball PC - V. |
v1.15.4 |
2024-12-27 |
Unknown GetPointer 0000a318 PC 0881c428 LR 0881c438 |
Daxter |
v1.15.4 |
2024-12-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da40a0, 4, 00000000, 0) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2024-12-24 |
sceDmacMemcpy(dest=0414e000, src=09608140, size=83984): overlapping read |
Toy Story 3 |
v1.15.4 |
2024-12-23 |
__KernelStopThread: thread 992 does not exist (helper deleted) |
Pro Evolution Soccer 2012 |
v1.15.4 |
2024-12-23 |
ReadFromHardware: Invalid address 00000008 near PC 0887de90 LR 0887d958 |
Toy Story 3 |
v1.15.4 |
2024-12-23 |
__KernelStopThread: thread 806 does not exist (helper deleted) |
LEGO® Batman™: The Videogame |
v1.15.4 |
2024-12-23 |
Unaligned icache invalidation of 086c25b8 (086c25b8 + 0) at PC=089741fc |
eFootball |
v1.15.4 |
2024-12-23 |
Unknown GetPointer 7b00205e PC 0884d7b4 LR 0884d7d4 |
WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-01-22 |
80630007=sceAtracSetData(2, 08d4b180, 00009bb0): atracID uses different codec type than data |
WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-01-22 |
80630007=sceAtracSetData(2, 08d4b180, 0000e3e0): atracID uses different codec type than data |
WWE2K24-V1.04 BY MANIA SVR |
v1.15.4 |
2024-12-22 |
80630007=sceAtracSetData(2, 08d4b180, 00007450): atracID uses different codec type than data |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
MIPSCompileOp: Invalid instruction 00370045 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
MIPSCompileOp: Invalid instruction 05268a00 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
MIPSCompileOp: Invalid instruction 02959005 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
MIPSCompileOp: Invalid instruction cd4bc419 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
MIPSCompileOp: Invalid instruction cc195c19 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2025-01-07 |
Branch in RSRTComp delay slot at 00010000 in block starting at 00010000 |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-22 |
Jump to invalid address: 07334d80 |
eFootball PES 2024 "SN3" |
v1.15.4 |
2024-12-22 |
Unknown GetPointer c0bdc4bc PC 0881606c LR 08816080 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2024-12-21 |
sceDmacMemcpy(dest=0414e000, src=095d1a60, size=248336): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18 |
2025-01-06 |
__KernelStopThread: thread 721 does not exist (ApctlThread stopped) |
eFootball Euro y Copa America By T. Bendezu |
v1.15.4 |
2024-12-20 |
Unknown GetPointer 00ffe0b4 PC 0884d7b4 LR 0884d7d4 |
TEKKEN 6 |
v1.15.4 |
2024-12-20 |
ReadFromHardware: Invalid address b8e8af08 near PC b8e8af08 LR b8e8af08 |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(a97e5ba, 1c:82:08:95:01:29, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(a97e5ba, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(720bac7, fc:36:48:f7:3e:c8, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(720bac7, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(4e47644, 1c:82:08:95:01:29, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2024-12-20 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(4e47644, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
EA-Sports FC ATGX |
v1.15.4 |
2024-12-18 |
MIPSCompileOp: Invalid instruction 0000eeff |
EA-Sports FC ATGX |
v1.15.4 |
2024-12-18 |
MIPSCompileOp: Invalid instruction 00ff00ff |
EA-Sports FC ATGX |
v1.15.4 |
2024-12-18 |
MIPSCompileOp: Invalid instruction 7fff7fff |
EA-Sports FC ATGX |
v1.15.4 |
2024-12-18 |
MIPSCompileOp: Invalid instruction 00000001 |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-12-18 |
sceDmacMemcpy(dest=0414e000, src=095ae530, size=204944): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.15.4 |
2024-12-17 |
sceDmacMemcpy(dest=0414e000, src=095d0600, size=237168): overlapping read |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
Jump to invalid address: 0bbcc570 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
Jump to invalid address: 0bbcc270 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
Jump to invalid address: 0bbcc170 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
Jump to invalid address: 070cbe60 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
Jump to invalid address: 0bbcc070 |
eFootball Chelito 19 |
v1.15.4 |
2024-12-17 |
MIPSCompileOp: Invalid instruction 71e58554 |
PES 2014 |
v1.15.4 |
2024-12-17 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0006 |