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| Game title |
Version |
Latest Report |
Hits |
Message |
| Prince of Persia® Rival Swords |
v1.17.1 |
2024-11-28 |
3 |
Unknown GE command : ed1ab266 |
| Prince of Persia® Rival Swords |
v1.17.1 |
2024-11-28 |
6 |
Unknown GE command : d12d7af7 |
| 無雙OROCHI 蛇魔再臨 增值版 |
v1.17.1 |
2024-11-28 |
1 |
Unknown GetPointerWrite 0e2fbd4c PC 0881d084 LR 0881d098 |
| FIFA 14 - Por |
v1.17.1 |
2024-11-28 |
1 |
Block transfer invalid: 09ec5ad0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
13 |
WriteToHardware: Invalid address ffff9132 near PC 090ba450 LR 00000000 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
17 |
MIPSCompileOp: Invalid instruction 47b176ce |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
17 |
MIPSCompileOp: Invalid instruction 4504c4c9 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
17 |
MIPSCompileOp: Invalid instruction 079d9072 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
19 |
Branch in branch delay slot at 090a02dc with different target |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
21 |
Branch in branch delay slot at 090a02d0 with different target |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
21 |
MIPSCompileOp: Invalid instruction 7f81823e |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
21 |
MIPSCompileOp: Invalid instruction 9d529dd8 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
42 |
MIPSCompileOp: Invalid instruction cda08a82 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
41 |
MIPSCompileOp: Invalid instruction 67febb6b |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
42 |
MIPSCompileOp: Invalid instruction 4b1dcce8 |
| eFootball 2025 STAR PATCH |
v1.17.1 |
2024-12-31 |
38 |
MIPSCompileOp: Invalid instruction b2fe8a21 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| SOULCALIBUR: Broken Destiny |
v1.17.1 |
2024-11-27 |
1 |
sceNetAdhocMatchingInit(9816) at 088fc4e8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-08-16 |
12 |
MIPSCompileOp: Invalid instruction 43e58000 |
| eFootball Chelito 19 |
v1.8.0 |
2026-04-26 |
45 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856f30 |
| FIFA 14 - Por |
v1.17.1 |
2024-11-27 |
1 |
Block transfer invalid: 09eb18d0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
Jump to invalid address: 0716b064 PC 08a4de34 LR 08a5ee94 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
WriteToHardware: Invalid address 162ed159 near PC 08a4de00 LR 08a5ee94 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b72bb410 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
WriteToHardware: Invalid address 3fffb490 near PC 08a60cdc LR 08a5ee94 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 7153aa11 |
| Prince of Persia® Rival Swords |
v1.17.1 |
2024-11-27 |
1 |
Unknown GE command : 03dff215 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0c8464 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4ca14d |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2ca14e |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4b88a7 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0bad8f |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2a98e8 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c9d2b |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0a990c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c94ea |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4d90c9 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2d9d2d |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c8887 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4e994e |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0b98ea |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d6e9d4e |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2cad8f |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
2 |
MIPSCompileOp: Invalid instruction 9d2b9d2b |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2d94ca |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c8ca7 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d6c88a7 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d90992c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0c9d0a |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4d9d4d |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
2 |
MIPSCompileOp: Invalid instruction 9d70994f |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d6cbeb9 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b1d1b1d1 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2ca96e |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4d88a8 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2d8ccc |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c8c87 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b1d1adb1 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b1b09d4e |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0aadaf |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
3 |
MIPSCompileOp: Invalid instruction 9d4c9d2c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c8443 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c8cc8 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0ca12c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c990b |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b1f1ba12 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c8cc8 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
8 |
MIPSCompileOp: Invalid instruction 9d4c9d4c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
6 |
MIPSCompileOp: Invalid instruction 9d4c990b |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction b1f1be33 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0aa54c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0a8864 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c9d4c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c8464 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c88a7 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c8cea |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0ba56d |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2b8cea |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c8444 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d0c98eb |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
2 |
MIPSCompileOp: Invalid instruction 9d2c9d4d |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c9d0a |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2a94e8 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
7 |
MIPSCompileOp: Invalid instruction 9d2c9d2c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2b8443 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9cea8443 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c992c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d2c94e9 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
2 |
MIPSCompileOp: Invalid instruction 9d2c90eb |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 9d4c90c8 |
| METAL SLUG Anthology |
v1.17.1 |
2024-11-27 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4b759ed9), bad data |
| METAL SLUG Anthology |
v1.17.1 |
2024-11-27 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00004000), bad data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
Jump to invalid address: 069bd0cc PC 08a61e04 LR 08a60d04 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
2 |
Jump to invalid address: 069510c4 PC 08a60cd4 LR 08a5ee94 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
2 |
MIPSCompileOp: Invalid instruction 710593e5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
MIPSCompileOp: Invalid instruction 710591a5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-27 |
1 |
WriteToHardware: Invalid address 11c93190 near PC 0883dd70 LR 0883d358 |
| God of War®:降誕の刻印 |
v1.17.1 |
2024-11-27 |
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].
01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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))
// 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
lowp vec3 lightSum1 = splat3(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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnor |
| God of War®:降誕の刻印 |
v1.17.1 |
2024-11-27 |
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].
01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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))
// 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
lowp vec3 lightSum1 = splat3(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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
|
| God of War®:降誕の刻印 |
v1.17.1 |
2024-11-27 |
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].
01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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))
// 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 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 lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight) |