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| Game title |
Version |
Latest Report |
Hits |
Message |
| グランナイツヒストリー |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(08de9c10) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-15 |
1 |
Unknown GetPointerWrite 1b172108 PC 08d09d20 LR 08cd6754 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09a82858) |
| WARRIORS OROCHI 2 |
v1.18.1 |
2025-06-30 |
4 |
Unknown GetPointerWrite 14160a40 PC 0881d15c LR 0881d17c |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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);
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 - 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 * specularC |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
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 lowp vec3 u_lightspecular0;
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 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);
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 - 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 |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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);
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 - 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_lightspecu |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 lowp vec3 u_lightspecular0;
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 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 = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
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 - 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)
ligh |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01f15555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
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 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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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 = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
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 - 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, worldnorma |
| Pro Evolution Soccer 2020 |
v1.18.1 |
2025-06-26 |
2 |
MIPSCompileOp: Invalid instruction ef981004 |
| Pro Evolution Soccer 2020 |
v1.18.1 |
2025-06-26 |
2 |
MIPSCompileOp: Invalid instruction 42802021 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 70006660 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction eceeffff |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 0000009f |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00001aff |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 0000003d |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 70000008 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction cfffc804 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00000029 |
| LEGO® Batman™: The Videogame |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00440254 |
| METAL SLUG Anthology |
v1.18.1 |
2025-06-14 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIf3a3, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointerWrite 27ba21f8 PC 08d09d20 LR 08cd6754 |
| WWE 2K20 By Lucha Games |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetData(2, 08d4b180, 0000fd08): invalid RIFF header |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-14 |
4 |
00000000=sceUtilityScreenshotInitStart(09a8d818) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-14 |
3 |
00000000=sceUtilityScreenshotInitStart(09a8d838) |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
69 |
MIPSCompileOp: Invalid instruction 05be6800 |
| eFootball PC - V. |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointerWrite 00000012 PC 08872bf8 LR 08872c1c |
| eFootball PC - V. |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09608580): duplicate handler |
| SBK® Superbike World Championship |
v1.18.1 |
2025-06-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 091cb120): duplicate handler |
| FIFA 13 |
v1.18.1 |
2025-06-14 |
2 |
WriteToHardware: Invalid address 00000018 near PC 08b58fa4 LR 08b58f98 |
| FIFA 13 |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08b3e650 LR 08b3e1ec |
| FREE RUNNING |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 0000177c near PC 08931fd0 LR 08a005a0 |
| LEGO® Pirates of the Caribbean: The Video Game PSP® |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetData(0, 09127d00, 00030000): invalid RIFF header |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 00000581 |
| eFootball 2024 |
v1.9.4 |
2025-10-03 |
10 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootball CESAR - PATCH |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 720296b0 |
| eFootball CESAR - PATCH |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 71e38830 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 0000004c near PC 08a8a794 LR 08a8a794 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 04f00000 PC 08b8a85c LR f0000000 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 04f24000 PC 08b8a864 LR f0000000 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 4634e311 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 464cc95f |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 04f00000 PC 08b8a85c LR 0899e6a8 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 44ffd380 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 45271637 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 462ba7ca |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 00000101 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00010001 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
Trying to compile instruction 00010b30 that can't be interpreted |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 0001ff01 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 04f24000 PC 08b8a864 LR 0899e6a8 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 00100400 PC 08b8a838 LR 0899e6a8 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
6 |
MIPSCompileOp: Invalid instruction 00000001 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
2 |
MIPSCompileOp: Invalid instruction 46338072 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2025-06-14 |
4 |
BREAK instruction hit |
| eFootball Play-C |
v1.18.1 |
2025-06-14 |
4 |
Branch in branch delay slot at 0805fd10 with different target |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-06-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000010ff): duplicate handler |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
12 |
80630006=sceAtracSetDataAndGetID(0963f800, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetDataAndGetID(09623740, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
2 |
80630006=sceAtracSetDataAndGetID(09c1b1c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
3 |
80630006=sceAtracSetDataAndGetID(09c1b3c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
6 |
80630006=sceAtracSetDataAndGetID(09bff300, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
2 |
80630006=sceAtracSetDataAndGetID(09dc1dc0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetDataAndGetID(09da5d00, 00014000): invalid RIFF header |
| ドラゴンボールZ 真武道会 |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 9f959750 |
| Ghost Rider |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 00000aac near PC 089ca3b8 LR 089ca3b8 |
| PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0922dd94 |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-14 |
2 |
Unknown GetPointerWrite 20170197 PC 0888d3fc LR 0888d40c |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2025-06-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09316508) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 45454536 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 4545453a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
1 |
Branch in branch delay slot at 094b7080 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
5 |
MIPSCompileOp: Invalid instruction b7b7b7b7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction b7b7b78d |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction efb1048c |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 4375e65a |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 452a926c |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 43db4636 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 442066fe |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 43f6c19a |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 45d97f88 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 435e027e |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 436f15e5 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 4757fcbe |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 4380aa3c |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 45de659d |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 43b0d97a |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 4304b763 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 460de921 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 4699e728 |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 0030210e |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction b0000000 |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 043821af |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 40f8097e |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 4512408c |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction b200088f |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
1 |
MIPSCompileOp: Invalid instruction 0200ff68 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 04640415 |
| Win-TOEIC Primary LC |
v1.18.1 |
2025-06-13 |
146 |
BREAK instruction hit |