Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.9.4 2020-02-21 CALL to illegal address 01f434fc - ignoring! data=0000ff
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 513 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 547 does not exist
God of War: Chains of Olympus v1.9.4 2020-02-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f34444:00000b1d 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 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-16 Error in shader program link: info: (unknown reason) fs: stencil (failed) #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec2 v_texcoord0; uniform float u_stencilValue; uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } void main() { vec4 index = texture2D(tex, v_texcoord0); gl_FragColor = vec4(index.a); float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue); if (mod(floor(shifted), 2.0) < 0.99) discard; } vs: stencil (failed) #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-16 Error in shader compilation: info: (unknown reason) stencil #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec2 v_texcoord0; uniform float u_stencilValue; uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } void main() { vec4 index = texture2D(tex, v_texcoord0); gl_FragColor = vec4(index.a); float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue); if (mod(floor(shifted), 2.0) < 0.99) discard; }
God of War: Chains of Olympus v1.9.4 2020-02-09 Unknown GetPointer 00000000 PC 0881f7e0 LR 0881f7e0
God of War: Chains of Olympus v1.9.4 2020-02-08 ReadFromHardware: Invalid address 0000004e near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-16 Error in shader compilation: info: (unknown reason) stencil #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-16 Somehow calculated too many writable bytes: 122484 + 1965600 > 122880
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-01-19 Bad bounding box data: 2c04cc
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-01-19 Unknown GE command : fe1a939e
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-01-19 BlockTransfer: Bad source transfer address cdf5aaf0!
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1349 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1343 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1346 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 999 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1134 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1612 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-16 __KernelStopThread: thread 605 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-16 __KernelStopThread: thread 779 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 2744 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 __KernelStopThread: thread 340 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0xbe22eea3
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0xa670d3a3
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0xa01443aa
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x90e4db6a
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x78802d5f
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x66c64821
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x58251346
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x5494274b
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-11 Unknown syscall in known module 'sceNpService': 0x506c318d
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 472 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 343 does not exist
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-01-02 WriteToHardware: Invalid address 0000d000 near PC 0898e878 LR 0898e878
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-12-25 __KernelStopThread: thread 348 does not exist
God of War: Chains of Olympus v1.9.4 2019-12-23 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 r4p0-00rel0 [Revision 96995]. 01f34444:00000b1d 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 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.4 2019-12-23 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 r4p0-00rel0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.4 2019-12-23 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2019-12-21 Unknown GetPointer 00000000 PC 0880a628 LR 0880a628
God of War: Chains of Olympus v1.9.4 2019-12-23 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-12-17 80020001=sceKernelCreateMutex(): invalid name
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-12-17 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
God of War: Chains of Olympus v1.9.4 2020-01-09 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-22 __KernelStopThread: thread 300 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-12-17 __KernelStopThread: thread 337 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 338 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 339 does not exist
God of War: Chains of Olympus v1.9.4 2019-11-21 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00256524, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-11-21 BJUMP to illegal address 0482f0c0 - ignoring! data=6570c0
God of War: Chains of Olympus v1.8.0 2019-11-19 Direct3D9: Failed to get the device caps!
God of War: Chains of Olympus v1.8.0 2019-11-19 D3D error in shader compilation: info: C:\Users\Samsung\Documents\Nova pasta (3)\Nova pasta (2)\memory(79,32): error X3093: out of memory while parsing / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * In.color0.rgb + diffuse) * lightScale; Out.v_color0 = clamp(lightSum0, 0.0, 1.0); Out.v_color1 = float3(0, 0, 0); Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0); Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; float3 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.w = u_cullRangeMax.w; } } Out.gl_Position = outPos; return Out; }
God of War: Chains of Olympus v1.8.0 2019-11-19 D3D error in shader compilation: info: internal error: compilation aborted unexpectedly / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * In.color0.rgb + diffuse) * lightScale; Out.v_color0 = clamp(lightSum0, 0.0, 1.0); Out.v_color1 = float3(0, 0, 0); Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0); Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; float3 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.w = u_cullRangeMax.w; } } Out.gl_Position = outPos; return Out; }
God of War: Chains of Olympus v1.8.0 2019-11-19 D3D error in shader compilation: info: internal error: compilation aborted unexpectedly / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float4 position : POSITION; float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float4 color1 : COLOR1; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; Out.v_texcoord = float3(In.texcoord, 1.0); Out.v_color0 = In.color0; Out.v_color1 = In.color1.rgb; Out.v_fogdepth = In.position.w; float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj); float3 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.w = u_cullRangeMax.w; } } Out.gl_Position = outPos; return Out; }
God of War: Chains of Olympus v1.8.0 2019-11-19 D3D error in shader compilation: info: internal error: compilation aborted unexpectedly / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightpos1 : register(c25); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float4 u_ambient : register(c19); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * In.color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * In.color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * In.color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * In.color0.rgb + diffuse) * lightScale; Out.v_color0 = clamp(lightSum0, 0.0, 1.0); Out.v_color1 = float3(0, 0, 0); Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0); Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; float3 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.w = u_cullRangeMax.w; } } Out.gl_Position = outPos; return Out; }
God of War: Chains of Olympus v1.9.4 2019-11-21 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 0021cc34, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-13 __KernelStopThread: thread 360 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-13 __KernelStopThread: thread 358 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-13 __KernelStopThread: thread 362 does not exist
God of War: Chains of Olympus v1.9.4 2019-11-12 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00234d34, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2019-11-14 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 001d9e84, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2019-11-14 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 000fd844, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-02-14 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00271cd4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2019-11-14 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00056724, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-12 __KernelStopThread: thread 1267 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-11-01 __KernelStopThread: thread 344 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 304 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-10-21 __KernelStopThread: thread 327 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-10-21 __KernelStopThread: thread 334 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-10-20 __KernelStopThread: thread 1028 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2019-10-20 __KernelStopThread: thread 1025 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 335 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 333 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-20 __KernelStopThread: thread 336 does not exist
God of War: Chains of Olympus v1.9.4 2020-02-21 Render to area containing texture at 04161800 +384x0
God of War: Chains of Olympus v1.8.0 2019-10-05 ReadFromHardware: Invalid address 65bc8154 near PC 65bc8154 LR 08996548
God of War: Chains of Olympus v1.9.4 2020-01-09 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f34444:00000b1d 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 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.8.0 2019-09-14 Unknown GetPointer 3f1cb388 PC 089a52ac LR 089a52ac
God of War: Chains of Olympus v1.8.0 2019-09-13 sceIoAssign(disc0:, umd0:, isofs:, IOASSIGN_RDONLY, 00000000, 0)
God of War: Chains of Olympus v1.8.0 2019-09-12 WriteToHardware: Invalid address 00000164 near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-09-08 Unknown GE command : 345543b9
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-09-07 Unknown GE command : b6a80000
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-09-07 BJUMP to illegal address 0ad28148 - ignoring! data=1f3ddb
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-09-07 Unknown GE command : b7400000
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-09-07 BJUMP to illegal address 00026ce8 - ignoring! data=0222ea
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-01-03 Unknown GE command : 03e00008
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-08-17 Bad vertex address 07f1f8fe!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-08-17 Unknown GE command : fe51586a
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-08-17 Unknown GE command : 03feff0b
God of War: Chains of Olympus v1.4.1 2019-08-15 Unknown GetPointer 00000001 PC 00000001 LR 00000001
God of War: Chains of Olympus v1.8.0 2019-08-12 ReadFromHardware: Invalid address 000000fc near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.8.0 2019-08-11 WriteToHardware: Invalid address 000002c8 near PC 089b6220 LR 089b7998
God of War: Chains of Olympus v1.8.0 2019-08-11 ReadFromHardware: Invalid address 000000fc near PC 089b6220 LR 089b7998
God of War: Chains of Olympus v1.8.0 2019-08-11 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 001f1d54, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-11 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00066900, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-10 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00027cf0, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-09 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00079050, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-17 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 001f0774, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-08 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00034cc0, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-08-09 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 00095e24, 09fbba6c[ffffffff]): invalid ea3 magic bytes