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God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730011:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01710001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01730011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000b1d HWX C T N LM Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000b1d HWX C T N LM Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00400b8e Tex TexProj LM TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2(clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; } vs: 01030000:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000b1d HWX C T N LM Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00400f8e Tex TexProj TexOffs LM TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2((clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; } vs: 01030000:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f14001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01834000:00000b19 HWX C T N LM Tex Light: 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01814000:00000b19 HWX C T N LM Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01834000:00000b19 HWX C T N LM Tex Light: 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f34001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f34011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f34011:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01814000:00000b1d HWX C T N LM Fog Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00400f8e Tex TexProj TexOffs LM TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2((clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; } vs: 01834000:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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_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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f34001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f34011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01814000:00000b1d HWX C T N LM Fog Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01834000:00000b1d HWX C T N LM Fog Tex Light: 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00400b8e Tex TexProj LM TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2(clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; } vs: 01834000:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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_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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f34011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.6.3 2025-12-26 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01814000:00000b1d HWX C T N LM Fog Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball Season 2025/26 By Ardi Css v1.9.4 2025-12-26 Unknown GetPointer 00000000 PC 08816130 LR 08816144
EA-Sports FC PC-V v1.19.3 2025-12-26 Error in shader compilation: info: 0:8: L0001: Typename expected, found '' 00180000:00200400 Fog TexAlpha #version 100 // Driver: Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200400 Fog TexAlpha varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
PES RZKFOOTBALL 2026 - RIZZKIIK v1.10.3 2025-12-26 Savedata version requested on save: 3
PES RZKFOOTBALL 2026 - RIZZKIIK v1.10.3 2025-12-26 Savedata version requested: 3
EA v1.18.1 2025-12-26 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.11.3 2025-12-26 MIPSCompileOp: Invalid instruction ce89ae03
WWE SmackDown vs. RAW 2011 v1.11.3 2025-12-26 MIPSCompileOp: Invalid instruction ce740000
WWE SmackDown vs. RAW 2011 v1.11.3 2025-12-26 Branch in RSZeroComp delay slot at 08f425c8 in block starting at 08f425c8
EA SPORTS FC26 BY Charly v1.16.6 2025-12-26 Savedata version requested: 3
Def Jam® Fight For NY™: The Takeover v1.17.1 2025-12-26 sceDmacMemcpy(dest=095f4900, src=08400000, size=72384): overlapping read
FIFA STREET 2 v1.11.3 2025-12-26 Unknown GetPointer 00000000 PC 0886a430 LR 0886a430
eFootball RB - V. v1.13.2 2025-12-26 Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2025-12-26 sceDmacMemcpy(dest=09361940, src=09cef040, size=1651200): overlapping read
eFootball Chelito 19 v1.11.3 2025-12-26 Unknown GetPointer 2c5e4542 PC 0884d5b0 LR 0884d7d4
eFootball PES 2024 By Milad Safaei v1.19.3 2025-12-26 sceNetAdhocMatchingInit(32768) at 08a71984
Prince of Persia - Rival Swords v1.19.3 2025-12-26 Imm vertex used clip value, flags=970800
eFootball Chelito 19 v1.14.2 2025-12-26 UI scissor out of bounds in GamePauseScreen: 1004,19-263,850 / 1280,800
eFootball Chelito 19 v1.14.2 2025-12-26 UI scissor out of bounds in GamePauseScreen: 0,19-996,850 / 1280,800
Prince of Persia - Rival Swords v1.19.3 2025-12-26 Block transfer invalid: 00000000/0 -> 00000000/0, 715x596x2 (577,485)->(1,0)
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-26 sceDmacMemcpy(dest=0853ff40, src=094fe9c0, size=364544): overlapping read
EFOOTBALL NEW PATCH SEASON v1.11.3 2025-12-26 Unknown GetPointer 00000000 PC 08808448 LR 08808460
EAFC 26 By Komo Valeri v1.10.3 2025-12-26 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884c9fc
EAFC 26 By Komo Valeri v1.10.3 2025-12-26 Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c
EA-Sports FC Lop-Play v1.9.4 2025-12-26 Unknown GetPointer 10beeff7 PC 0884d5b0 LR 0884d7d4
EA v1.9.4 2025-12-26 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
eFootball Chelito 19 v1.11.3 2025-12-26 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
PRO EVOLUTION SOCCER 2016 v1.17.1 2025-12-26 Savedata version requested: 3
eFootball Chelito 19 v1.11.3 2025-12-26 Savedata version requested on save: 3
eFootball RB - V. v1.14.1 2025-12-26 UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480
eFootball Chelito 19 v1.11.3 2025-12-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball RB - V. v1.14.1 2025-12-26 UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480
Silent Hill: Shattered Memories v1.19.3-787-g5aa0856280 2025-12-26 __KernelStopThread: thread 504 does not exist (helper deleted)
Dragon Ball Z: Tenkaichi Tag Team v1.19.3 2025-12-26 Branch in Jump delay slot at 09dbf984 in block starting at 09db0000
WWE SmackDown vs. RAW 2007 v1.10.3 2025-12-26 sceDmacMemcpy(dest=0418c030, src=091be830, size=262160): overlapping read
EA SPORTS™ FIGHT NIGHT Round 3 v1.19.3 2025-12-26 __KernelStopThread: thread 1390 does not exist (ApctlThread stopped)
EA SPORTS™ FIGHT NIGHT Round 3 v1.19.3 2025-12-26 __KernelStopThread: thread 1390 does not exist (ApctlThread deleted)
eFootball Libertadores StaR PatcH 2025 By L_S eDits v1.16.6 2025-12-26 Unknown GetPointer 00000000 PC 0881c0fc LR 0881c10c
eFootball Lop - Play v1.18.1 2025-12-26 ReadFromHardware: Invalid address 00000004 near PC 0884c9f0 LR 0884c9fc
eFootball Lop - Play v1.18.1 2025-12-26 WriteToHardware: Invalid address 00000004 near PC 0884c9f0 LR 0884c9fc
Tomb Raider: Anniversary™ v1.7.4 2025-12-26 sceDmacMemcpy(dest=041a8c00, src=094edf40, size=9216): overlapping read
Bomba Patch Action Extreme 2025 v1.19.3 2025-12-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a81ed4, 4, 00000000, 0)
Bomba Patch Action Extreme 2025 v1.19.3 2025-12-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a81ed4, 4, 00000000, 0)
eFootball Chelito 19 v1.19.3-1146-g9035485abf 2025-12-26 Savedata version requested: 3
eFootball Libertadores StaR PatcH 2025 By L_S eDits v1.16.6 2025-12-26 Unknown GetPointer 1831869c PC 0881c428 LR 0881c438
PES 2014 v1.11.3 2025-12-25 Jump to invalid address: 072936c0
eFootball PC - V. v1.9.4 2025-12-25 Jump to invalid address: 0782f080
Formula One 2006 Portable v1.6.3 2025-12-25 ReadFromHardware: Invalid address 32c40035 near PC 32c40035 LR 32c40035
Pro Evolution Soccer 2012 by HDX GAMES v1.10.2 2025-12-26 Savedata version requested: 3
eFootball Play-C v1.8.0 2025-12-25 ReadFromHardware: Invalid address ed447dd0 near PC ed447dd0 LR 08000018
eFootball Season 2025/26 By Ardi Css v1.6.3-432-gfd6c3145d 2025-12-25 MIPSCompileOp: Invalid instruction 46800499
Tomb Raider: Anniversary™ v1.7.4 2025-12-25 sceDmacMemcpy(dest=041ea400, src=09753180, size=17408): overlapping read
BURNOUT DOMINATOR v1.18.1 2025-12-25 __KernelStopThread: thread 388 does not exist (ApctlThread stopped)
BURNOUT DOMINATOR v1.18.1 2025-12-25 __KernelStopThread: thread 388 does not exist (ApctlThread deleted)
eFootball 2026 StaR Patch v1.18.1 2025-12-25 ReadFromHardware: Invalid address 1a000000 near PC 08863d90 LR 08849a58
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 783 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 783 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 551 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 551 does not exist (ApctlThread deleted)
EA FC26 By Official Gameplay v1.9.4 2025-12-25 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
Hot Wheels Ultimate Racing v1.17.1 2025-12-25 UNTESTED sceNetAdhocctlJoinEnterGameMode(NKFAKGBJ, dc:58:91:6a:05:ad, 15000000, 0) at 0882a0d4
Tiger Woods PGA TOUR® 09 v1.17 2025-12-26 4444 depal unsupported: shift=4 mask=ff offset=0
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=1 NRM=0 WT=0 NW=1 IDX=0 MC=2
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d7fabfd2), bad data
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (9e87c5f7), bad data
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (a0131adf), bad data
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (1209cca0), bad data
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (c09e2611), bad data
Tiger Woods PGA TOUR® 09 v1.17 2025-12-25 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2fc47a3a), bad data