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 |
v1.16.3 |
2023-09-25 |
Can't draw: No current render step. Step count: 0 |
God of War: Chains of Olympus |
v1.16.1 |
2023-09-20 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000) |
God of War: Chains of Olympus |
v1.16.1 |
2023-09-20 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00200000:12180000) |
God of War: Chains of Olympus |
v1.16.1 |
2023-09-20 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000002:12180000) |
God of War: Chains of Olympus |
v1.16.1 |
2023-09-20 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000002:12182a82) |
God of War: Chains of Olympus |
v1.16.1 |
2023-09-20 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0040080e:12180000) |
God of War: Chains of Olympus |
v1.12.3 |
2023-09-15 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
God of War: Chains of Olympus |
v1.9.4 |
2023-09-14 |
Bad bounding box data: 149a86 |
God of War: Chains of Olympus |
v1.9.4 |
2023-09-14 |
Unknown GE command : 35f23465 |
God of War: Chains of Olympus |
v1.15.4-1039-gb9b7342ff |
2023-09-13 |
sceFontGetFontInfo(0, 9ffcb08): bad font |
God of War: Chains of Olympus |
v1.15.4 |
2023-09-10 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0) |
God of War: Chains of Olympus |
v1.15.4 |
2023-09-09 |
WriteToHardware: Invalid address bf2a0468 near PC 08a2f68c LR 0887c41c |
God of War: Chains of Olympus |
v1.10.3 |
2023-09-02 |
Jump to invalid address: 03ecaa00 |
God of War: Chains of Olympus |
v1.15.2 |
2023-08-31 |
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 r10p0-00rel0 [Revision 96995].
01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:2 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))
// 01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:2 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 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 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_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 = u_matambientalpha;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1.0;
} else {
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xy |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-30 |
__KernelStopThread: thread 345 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-28 |
ReadFromHardware: Invalid address 0ae8fca0 near PC 089addd4 LR 0880e768 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Imm vertex used fog |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Bad vertex address 0dbe65b4! |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Imm vertex used secondary color |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Imm vertex used clip value, flags=3af000 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Bad vertex address 0c9f1045! |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Block transfer invalid: f40c62a0/338 -> 0418a800/80, 993x589x2 (68,630)->(321,877) |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Unknown GE command : edc9cd51 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-19 |
__KernelStopThread: thread 349 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00646177, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bdd350, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.14.1 |
2023-08-17 |
UI scissor out of bounds in GameSettingsScreen: 228,0-1041,721 / 1280,720 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-12 |
MIPSCompileOp: Invalid instruction 41fcb7f4 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-12 |
MIPSCompileOp: Invalid instruction 422d02e6 |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-11 |
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 r10p0-00rel0 [Revision 96995].
07f14044:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 WScale 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))
// 07f14044:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone4;
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 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;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
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 = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.r |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-14 |
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 r10p0-00rel0 [Revision 96995].
07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 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))
// 07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
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 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_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() {
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 = normalizeOr001(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);
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-10 |
MIPSCompileOp: Invalid instruction 429cb3b1 |
God of War: Chains of Olympus |
v1.10.3 |
2023-08-04 |
Trying to relocate non-loaded section (null) |
God of War: Chains of Olympus |
v1.14.4 |
2023-07-29 |
WriteToHardware: Invalid address 00000493 near PC 089b12c0 LR 089b1270 |
God of War: Chains of Olympus |
v1.14.4 |
2023-07-29 |
ReadFromHardware: Invalid address 0000c76f near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-27 |
MIPSCompileOp: Invalid instruction 463b2900 |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-27 |
Jump to invalid address: 06035700 |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-27 |
Jump to invalid address: 05558100 |
God of War: Chains of Olympus |
v1.15.3 |
2023-07-14 |
Bad vertex address 0a011ad8! |
God of War: Chains of Olympus |
v1.15.4 |
2023-08-22 |
Normal projection mapping without normal? |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-07 |
__KernelStopThread: thread 1784 does not exist (ApctlThread deleted) |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-05 |
WriteToHardware: Invalid address 00001ac8 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.15.4 |
2023-07-05 |
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 r10p0-00dev0 [Revision 96995].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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_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 = u_matdiffuse.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || proj |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214b220 PC 08c23c74 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e297a0 PC 08c23c6c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c2480 PC 08c23c64 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c2460 PC 08c23c5c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1c70 PC 08c23c54 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1a80 PC 08c23c4c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1800 PC 08c23c44 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1220 PC 08c23c3c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e295a0 PC 08c23c34 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c11b0 PC 08c23c2c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1190 PC 08c23c24 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02144040 PC 08c23c1c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c0d80 PC 08c23c14 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c0d60 PC 08c23c0c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c0a20 PC 08c23c04 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c0a00 PC 08c23bfc LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c09e0 PC 08c23bf4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c09c0 PC 08c23bec LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214a2b0 PC 08c23be4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e29530 PC 08c23bdc LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e29810 PC 08c23bd4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020bfc40 PC 08c23bcc LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020bfc20 PC 08c23bc4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020bfb10 PC 08c23bbc LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214a340 PC 08c23bb4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02c10390 PC 08c23bac LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02034220 PC 08c23ba4 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214a240 PC 08c23b9c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214a130 PC 08c23b94 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e29880 PC 08c23b8c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02144350 PC 08c23b7c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02149e30 PC 08c23b74 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02149b50 PC 08c23b6c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 021442f0 PC 08c23b64 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 021487c0 PC 08c23b5c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02c6ff20 PC 08c23b54 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 0214a110 PC 08c23b4c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e292b0 PC 08c23b44 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c2480 PC 08c23b3c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c2460 PC 08c23b34 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1c70 PC 08c23b2c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1a80 PC 08c23b24 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1800 PC 08c23b1c LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 020c1220 PC 08c23b14 LR 08c10000 |
God of War: Chains of Olympus |
v1.13.1 |
2023-07-01 |
Jump to invalid address: 02e290b0 PC 08c23b0c LR 08c10000 |
God of War: Chains of Olympus |
v1.15.4 |
2023-06-30 |
__KernelStopThread: thread 286 does not exist (ApctlThread deleted) |
God of War: Chains of Olympus |
v1.15.4 |
2023-06-30 |
__KernelStopThread: thread 286 does not exist (ApctlThread stopped) |
God of War: Chains of Olympus |
v1.14.4 |
2023-06-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.14.4 |
2023-06-25 |
__KernelStopThread: thread 314 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.14.4 |
2023-06-21 |
__KernelStopThread: thread 309 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.15.4 |
2023-09-26 |
Unexpected mpeg first timestamp: c63cee3ff5d / 13622812344157 |
God of War: Chains of Olympus |
v1.15.4 |
2023-09-26 |
80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00006440, 00006440, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.15.4 |
2023-06-20 |
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].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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_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 = u_matdiffuse.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos. |
God of War: Chains of Olympus |
v1.14 |
2023-06-14 |
UI scissor out of bounds in MainScreen: 40,2287-479,2375 / 1080,2244 |
God of War: Chains of Olympus |
v1.14 |
2023-06-14 |
UI scissor out of bounds in MainScreen: 40,2021-479,266 / 1080,2244 |
God of War: Chains of Olympus |
v1.14 |
2023-06-14 |
UI scissor out of bounds in MainScreen: 40,2021-479,2641 / 1080,2244 |
God of War: Chains of Olympus |
v1.14 |
2023-06-14 |
UI scissor out of bounds in MainScreen: 1624,105-600,975 / 1080,2244 |