Recent logs - God of War®: Chains of Olympus

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God of War®: Chains of Olympus v1.11.3 2021-09-09 Texture with unexpected bufw (full=12060)
God of War®: Chains of Olympus v1.11.3 2021-09-09 Unknown GE command : fa6eeeb4
God of War®: Chains of Olympus v1.11.3 2021-07-24 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f34444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War®: Chains of Olympus v1.11.3 2021-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
God of War®: Chains of Olympus v1.10.3 2021-07-08 Branch in JumpReg delay slot at 040b3ec8 in block starting at 040b3c40
God of War®: Chains of Olympus v1.10.3 2021-07-08 MIPSCompileOp: Invalid instruction 4184554e
God of War®: Chains of Olympus v1.10.3 2021-07-08 Jump to invalid address: 02d9a620
God of War®: Chains of Olympus v1.10.3 2021-07-08 Jump to invalid address: 02d9a500
God of War®: Chains of Olympus v1.10.3 2021-07-08 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
God of War®: Chains of Olympus v1.11.3 2021-07-04 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
God of War®: Chains of Olympus v1.11.3 2021-07-04 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 07f24044:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 WScale 3 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cul
God of War®: Chains of Olympus v1.11.3 2021-07-04 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 07f24440:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cul
God of War®: Chains of Olympus v1.11.3 2021-07-04 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01f14444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww;
God of War®: Chains of Olympus v1.11.3 2021-07-04 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 07f24444:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fo
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
God of War®: Chains of Olympus v1.10.3 2021-06-17 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
God of War®: Chains of Olympus v1.11.3 2021-06-16 MIPSCompileOp: Invalid instruction 00000101
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e8e0 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038bc420
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e8d0 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 03884820
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 029c12c0
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e8a0 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 02a026a0
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038ba320
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e890 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 02a11ba0
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e880 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038d4800
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e870 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 02a027c0
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e860 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 02a02f60
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e85c in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 029c1040
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e858 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 02711a80
God of War®: Chains of Olympus v1.11.3 2021-06-16 MIPSCompileOp: Invalid instruction 00000001
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038ba300
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e848 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e844 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e840 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038d4900
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038d4920
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2e810 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038ba020
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e2b7d0 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038adf20
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e28790 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 03895d20
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038a1e20
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e25750 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 038d4720
God of War®: Chains of Olympus v1.11.3 2021-06-16 Jump to invalid address: 05683660
God of War®: Chains of Olympus v1.11.3 2021-06-16 Branch in Jump delay slot at 08e22720 in block starting at 08e21d80
God of War®: Chains of Olympus v1.11.3 2021-06-12 Unexpected mpeg first timestamp: ad7e13b5664 / 11922313008740
God of War®: Chains of Olympus v1.11.3 2021-06-12 Unknown GetPointer 00000000 PC 0881a694 LR 0881a694
God of War®: Chains of Olympus v1.11.3 2021-06-13 Unexpected mpeg first timestamp: 4aae481b9b9 / 5132024658361
God of War®: Chains of Olympus v1.11.3 2021-06-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
God of War®: Chains of Olympus v1.11.3 2021-06-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
God of War®: Chains of Olympus v1.11.3 2021-06-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
God of War®: Chains of Olympus v1.11.3 2021-06-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
God of War®: Chains of Olympus v1.11.3 2021-06-06 Jump to invalid address: 05dcef60
God of War®: Chains of Olympus v1.11.3 2021-05-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
God of War®: Chains of Olympus v1.11.3 2021-05-18 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2
God of War®: Chains of Olympus v1.11.3 2021-06-21 80631003=sceAtracSetAA3DataAndGetID(08b705c0, 0001e000, 002add24, 09fbca6c[ffffffff]): invalid ea3 magic bytes
God of War®: Chains of Olympus v1.11.3 2021-06-21 80631003=sceAtracSetAA3DataAndGetID(08b705c0, 0001e000, 002123c4, 09fbca6c[ffffffff]): invalid ea3 magic bytes
God of War®: Chains of Olympus v1.11.3 2021-06-21 80631003=sceAtracSetAA3DataAndGetID(08b705c0, 0001e000, 002d5324, 09fbca6c[ffffffff]): invalid ea3 magic bytes
God of War®: Chains of Olympus v1.10.3 2021-05-11 Unexpected mpeg first timestamp: bb234ada429 / 12860015879209
God of War®: Chains of Olympus v1.11.3 2021-06-17 Failed decrypting the PRX (ret = -4, size = 4420097, psp_size = 4420448)!
God of War®: Chains of Olympus v1.9.4 2021-05-07 MIPSCompileOp: Invalid instruction 00820001
God of War®: Chains of Olympus v1.11.3 2021-05-08 Unknown GetPointer 00000000 PC 0881f494 LR 0881f494
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/68d42328, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/5f457515, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/7491c438, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/28240568, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/c7db3a5b, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 Ignoring func export scePsmf/c22c8327, already implemented in HLE.
God of War®: Chains of Olympus v1.10.3-97-gd0e9d2c54 2021-04-30 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
God of War®: Chains of Olympus v1.11.3 2021-06-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
God of War®: Chains of Olympus v1.11.3 2021-04-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1