To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
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 |