Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.12.3 2024-11-21 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
God of War: Chains of Olympus v1.18.1 2024-11-20 MIPSCompileOp: Invalid instruction 45ffcbec
God of War: Chains of Olympus v1.18.1 2024-11-20 Jump to invalid address: 03d7e900
God of War: Chains of Olympus v1.18.1 2024-11-20 MIPSCompileOp: Invalid instruction 436026e4
God of War: Chains of Olympus v1.18.1 2024-11-20 MIPSCompileOp: Invalid instruction 00fd7c81
God of War: Chains of Olympus v1.18.1 2024-11-20 MIPSCompileOp: Invalid instruction 00fd7fff
God of War: Chains of Olympus v1.18.1 2024-11-26 MIPSCompileOp: Invalid instruction 00f37fff
God of War: Chains of Olympus v1.18.1 2024-11-26 MIPSCompileOp: Invalid instruction 00f37c81
God of War: Chains of Olympus v1.17.1 2024-11-13 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 0661b680
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 066211c0
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 07aa5cc0
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 07aa67c0
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 07aa6400
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 07aa6000
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 079aeb40
God of War: Chains of Olympus v1.18.1 2024-11-08 MIPSCompileOp: Invalid instruction 000009e8
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 06620a80
God of War: Chains of Olympus v1.18.1 2024-11-08 MIPSCompileOp: Invalid instruction 00016e5e
God of War: Chains of Olympus v1.18.1 2024-11-08 Jump to invalid address: 063c7b80
God of War: Chains of Olympus v1.18.1 2024-11-08 MIPSCompileOp: Invalid instruction 000005de
God of War: Chains of Olympus v1.17.1 2024-11-07 ReadFromHardware: Invalid address 0000c08f near PC 089b795c LR 089b7d94
God of War: Chains of Olympus v1.17.1 2024-11-07 WriteToHardware: Invalid address 0000bb00 near PC 089b0cf0 LR 089b0cf0
God of War: Chains of Olympus v1.17.1 2024-11-07 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
God of War: Chains of Olympus v1.17.1 2024-10-29 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]. 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdep
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07af72e0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b6c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 078a2160
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b68 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a090a0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b64 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02e8f120
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b60 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a204e0
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07b193e0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b54 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a3d920
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b50 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07aa0ae0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b4c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 06668fa0
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07b14c20
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b40 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07900c60
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b3c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 078f4660
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b38 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b34 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6cb0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b30 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b2c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02e8f660
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b28 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b24 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6c70
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b20 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b1c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 078ea4a0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b18 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b14 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6c30
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b10 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b0c in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a3ab20
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b08 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b04 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6bf0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71b00 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07b1d760
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71afc in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07af3da0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71af8 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71af4 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6bb0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71af0 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 078e9be0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71aec in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 078ec560
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ae8 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ae4 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6b70
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ae0 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71adc in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a30620
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ad8 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ad4 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6b30
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ad0 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71acc in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 07a01420
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ac8 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ac4 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Jump to invalid address: 02dc6af0
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71ac0 in block starting at 08b71abc
God of War: Chains of Olympus v1.16.1 2024-10-20 Branch in Jump delay slot at 08b71abc in block starting at 08b71abc
God of War: Chains of Olympus v1.17.1 2024-10-16 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 002ab394, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.17.1 2024-10-16 80631003=sceAtracSetAA3DataAndGetID(08b71dc0, 0001e000, 002ac2e4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.17.1-823-g0b76d443e2 2024-10-08 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal);
God of War: Chains of Olympus v1.17.1-823-g0b76d443e2 2024-10-08 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } dif
God of War: Chains of Olympus v1.17.1 2024-10-07 Unimplemented HLE function sceUtilityHtmlViewerGetStatus