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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus |
v1.17.1-35-g0159102a1 |
2024-03-13 |
Branch in RSZeroComp delay slot at 09d99610 in block starting at 09d995fc |
God of War: Chains of Olympus |
v1.6.3 |
2024-03-08 |
WriteToHardware: Invalid address 000002c8 near PC 089af4ac LR 0882f424 |
God of War: Chains of Olympus |
v1.6.3 |
2024-03-08 |
ReadFromHardware: Invalid address ffffffa0 near PC 089af4ac LR 0882f424 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-05 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
God of War: Chains of Olympus |
v1.15.4 |
2024-03-05 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Mobility Radeon HD 4200 Series - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
God of War: Chains of Olympus |
v1.16.6 |
2024-03-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || proj |
God of War: Chains of Olympus |
v1.16.6 |
2024-03-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogd |
God of War: Chains of Olympus |
v1.15.4 |
2024-02-16 |
Jump to invalid address: 0568d360 |
God of War: Chains of Olympus |
v1.15.4 |
2024-02-16 |
Branch in Jump delay slot at 08e21f20 in block starting at 08e21580 |
God of War: Chains of Olympus |
v1.15.4 |
2024-02-16 |
Jump to invalid address: 03885360 |
God of War: Chains of Olympus |
v1.11.3 |
2024-02-16 |
Unknown GE command : 34050002 |
God of War: Chains of Olympus |
v1.6.3 |
2024-02-09 |
WriteToHardware: Invalid address 000002c8 near PC 0882e5f4 LR 0882e5d4 |
God of War: Chains of Olympus |
v1.6.3 |
2024-02-09 |
ReadFromHardware: Invalid address ffffffa0 near PC 0882e5f4 LR 0882e5d4 |
God of War: Chains of Olympus |
v1.17 |
2024-02-07 |
sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800) |
God of War: Chains of Olympus |
v1.17 |
2024-02-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe54, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.10 |
2024-02-04 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header |
God of War: Chains of Olympus |
v1.9.4 |
2024-02-02 |
WriteToHardware: Invalid address 000002c8 near PC 089d6cf4 LR 089d6f10 |
God of War: Chains of Olympus |
v1.9.4 |
2024-02-02 |
ReadFromHardware: Invalid address ffffffa0 near PC 089d6cf4 LR 089d6f10 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 00000b41 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 0000007d |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 6b3078a8 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 71001eb8 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 7241f1f8 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 70dfe110 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 710021d8 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
MIPSCompileOp: Invalid instruction 0000007c |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-30 |
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 r6p2-01rel0 [Revision 96995].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdep |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 078cd900 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
MIPSCompileOp: Invalid instruction 4d8eda98 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 077b0600 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 0793e480 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
MIPSCompileOp: Invalid instruction 4d8eda28 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 0793f000 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
MIPSCompileOp: Invalid instruction 4d8ed878 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 0783c1c0 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-25 |
Jump to invalid address: 078f1640 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-18 |
ReadFromHardware: Invalid address ff77819b near PC ff77819b LR 0881e31c |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-14 |
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 r6p0-00dev0 [Revision 96995].
07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
attribute mediump vec4 w1;
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 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 vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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);
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);
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);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z |
God of War: Chains of Olympus |
v1.11.3 |
2024-01-14 |
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].
07f14004:41000b3d HWX C T N LM Fog Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:1 WScale 3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 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_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;
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 = normalize(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);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPo |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-13 |
80630006=sceAtracSetDataAndGetID(08daa2d0, 00020000): invalid RIFF header |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-11 |
WriteToHardware: Invalid address 000002c8 near PC 089e14b0 LR 089e1594 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-11 |
ReadFromHardware: Invalid address ffffffa0 near PC 089e14b0 LR 089e1594 |
God of War: Chains of Olympus |
v1.11.3 |
2024-01-08 |
WriteToHardware: Invalid address 000002c8 near PC 0881e0dc LR 0882e5bc |
God of War: Chains of Olympus |
v1.11.3 |
2024-01-08 |
ReadFromHardware: Invalid address ffffffa0 near PC 0881e0dc LR 0882e5bc |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-08 |
__KernelStopThread: thread 288 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a808e0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07acd020 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c68 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07aabbe0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c64 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a582e0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a6a560 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c58 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07ae4da0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c34 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c30 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c2c in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07af1f20 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c28 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c24 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c20 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c1c in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 0789d360 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c18 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c14 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c10 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c0c in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07ae88a0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c08 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c04 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70c00 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bfc in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a06520 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bf8 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bf4 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bf0 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a4caa0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bec in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 079c2ce0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70be8 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70be4 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70be0 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bdc in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07b05760 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bd8 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bd4 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bd0 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bcc in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a70ca0 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bc8 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bc4 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bc0 in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 079f1160 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Branch in Jump delay slot at 08b70bbc in block starting at 08b70bbc |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-28 |
Jump to invalid address: 07a02d00 |
God of War: Chains of Olympus |
v1.15.4 |
2023-12-27 |
|
God of War: Chains of Olympus |
v1.16.6 |
2023-12-25 |
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].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || proj |
God of War: Chains of Olympus |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:1674 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
[COLOR seq:1682 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
|
God of War: Chains of Olympus |
v1.13.1-547-g9f4a84945 |
2023-12-23 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:17056 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
[COLOR seq:17064 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
|
God of War: Chains of Olympus |
v1.15.4 |
2023-12-22 |
Jump to invalid address: 07a19e60 |