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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 63636e7e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 636e4242 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 6e6e706e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in RSZeroComp delay slot at 0909e2c0 in block starting at 0909e2a8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09097e40 with different target |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
3 |
MIPSCompileOp: Invalid instruction 77720000 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 030b0e14 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
2 |
MIPSCompileOp: Invalid instruction 00000177 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 00001777 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 00006777 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 00017777 |
| RESISTANCE® ~報復の刻~ |
v1.18.1 |
2025-03-01 |
1 |
Unknown GetPointerWrite 22f9cce8 PC 08d09d20 LR 08cd6754 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdec with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe14 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe50 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdfc with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe78 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe5c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbde4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe68 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbde0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 03aa337a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe54 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe20 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe6c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 7a730111 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdf8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe38 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction eeeee730 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe18 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 7301103a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe48 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdb0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe64 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdbc with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe70 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdc4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe00 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe74 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe28 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe34 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction eeeee330 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 7301033e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe0c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe4c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe40 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe58 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdd0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 03ea337a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 7301037e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction eeeea330 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe44 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe2c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe60 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdd4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd8c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe24 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe04 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe3c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe10 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdf0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbda8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdc8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdd8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe08 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdc0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbda0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdcc with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd9c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdb8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd04 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd90 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd88 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdb4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 73333301 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd98 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbde8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe1c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdac with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd84 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd94 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd18 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd1c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 03ae737e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbe30 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd80 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
MIPSCompileOp: Invalid instruction 03ae333e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbddc with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd0c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbdf4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
2 |
MIPSCompileOp: Invalid instruction 7301103e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd08 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd00 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbda4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-01 |
1 |
Branch in branch delay slot at 09bdbd2c with different target |
| Pro Evolution Soccer 2010 |
v1.18.1 |
2025-03-01 |
1 |
sceNetAdhocMatchingInit(32768) at 089cc0b4 |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2025-03-01 |
1 |
Unknown GetPointerWrite 2c48e2c0 PC 088113ac LR 088113c4 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-30 |
6 |
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 r10p0-00rel0 [Revision 96995].
07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = 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.r |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-30 |
3 |
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 r10p0-00rel0 [Revision 96995].
07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = 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);
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;
ldot = dot(toLight, worldnormal);
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;
|
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-30 |
5 |
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 r10p0-00rel0 [Revision 96995].
07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = 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);
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 ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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_matspecu |