Recent logs - v1.17.1

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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
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)

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