Recent logs - God of War®: Ghost of Sparta

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®: Ghost of Sparta v1.17.1 2024-05-27 WriteToHardware: Invalid address 432e59dd near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-05-26 Branch in Jump delay slot at 0941f2b0 in block starting at 0941f2b0
God of War®: Ghost of Sparta v1.17.1 2024-05-26 WriteToHardware: Invalid address 00000367 near PC 08832e2c LR 08832e2c
God of War®: Ghost of Sparta v1.11.3 2024-05-26 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]. 01f34051:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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_
God of War®: Ghost of Sparta v1.11.3 2024-05-26 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]. 01f34051:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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_cullRa
God of War®: Ghost of Sparta v1.17.1 2024-05-26 WriteToHardware: Invalid address 00000367 near PC 088ebe78 LR 088ebe68
God of War®: Ghost of Sparta v1.17.1 2024-05-26 WriteToHardware: Invalid address 000000f0 near PC 08807ea4 LR 08807ea4
God of War®: Ghost of Sparta v1.17.1 2024-05-26 WriteToHardware: Invalid address 00000367 near PC 088ed324 LR 088ed324
God of War®: Ghost of Sparta v1.17.1 2024-05-26 WriteToHardware: Invalid address 00000064 near PC 088ed324 LR 088ed324
God of War®: Ghost of Sparta v1.17.1 2024-05-26 ReadFromHardware: Invalid address 00000068 near PC 088ed324 LR 088ed324
God of War®: Ghost of Sparta v1.17.1-491-g9cdd97c13b 2024-05-20 WriteToHardware: Invalid address 00000020 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1-491-g9cdd97c13b 2024-05-20 ReadFromHardware: Invalid address afb500a4 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-05-18 ReadFromHardware: Invalid address 00000044 near PC 088e46bc LR 088e46d4
God of War®: Ghost of Sparta v1.17.1 2024-05-18 ReadFromHardware: Invalid address 00000040 near PC 088e46bc LR 088e46d4
God of War®: Ghost of Sparta v1.17.1 2024-05-17 ReadFromHardware: Invalid address 57ca4af0 near PC 57ca4af0 LR 00000001
God of War®: Ghost of Sparta v1.15.3 2024-05-16 WriteToHardware: Invalid address 00000064 near PC 0880956c LR 0880bf9c
God of War®: Ghost of Sparta v1.15.3 2024-05-16 ReadFromHardware: Invalid address 00000068 near PC 0880956c LR 0880bf9c
God of War®: Ghost of Sparta v1.17.1-491-g9cdd97c13b 2024-05-16 WriteToHardware: Invalid address 000002a0 near PC 08a791a4 LR 08a7ad24
God of War®: Ghost of Sparta v1.17.1 2024-05-16 ReadFromHardware: Invalid address 000000d2 near PC 08a63c2c LR 08a64584
God of War®: Ghost of Sparta v1.17.1 2024-05-16 WriteToHardware: Invalid address 00000367 near PC 08ae3438 LR 08ae3438
God of War®: Ghost of Sparta v1.17.1 2024-05-12 Unknown GetPointer 00000100 PC 08808718 LR 08808718
God of War®: Ghost of Sparta v1.17.1 2024-05-11 WriteToHardware: Invalid address 00000368 near PC 08a812e8 LR 08a81bac
God of War®: Ghost of Sparta v1.17.1 2024-05-09 WriteToHardware: Invalid address 000002a0 near PC 08a9d688 LR 08a9d810
God of War®: Ghost of Sparta v1.17.1 2024-05-02 ReadFromHardware: Invalid address 00000f0a near PC 08a63c38 LR 08a64584
God of War®: Ghost of Sparta v1.17.1 2024-04-26 WriteToHardware: Invalid address c2f8c4d7 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-04-25 WriteToHardware: Invalid address 00000368 near PC 08ab31b0 LR 08ab31b0
God of War®: Ghost of Sparta v1.17.1 2024-04-24 WriteToHardware: Invalid address 435ef5de near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-04-23 ReadFromHardware: Invalid address 00000068 near PC 08b00a18 LR 08b00a90
God of War®: Ghost of Sparta v1.10.2 2024-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477060
God of War®: Ghost of Sparta v1.10.2 2024-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 2568
God of War®: Ghost of Sparta v1.10.2 2024-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648
God of War®: Ghost of Sparta v1.10.2 2024-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143464880
God of War®: Ghost of Sparta v1.10.2 2024-04-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148424880
God of War®: Ghost of Sparta v1.17.1 2024-04-11 WriteToHardware: Invalid address 3eb0b2c8 near PC 08afbc90 LR 08afbc90
God of War®: Ghost of Sparta v1.11.3 2024-04-08 WriteToHardware: Invalid address 425c274d near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.9.0 2024-04-07 WriteToHardware: Invalid address 000f423f near PC 08a791a4 LR 08a7ad24
God of War®: Ghost of Sparta v1.17.1 2024-04-04 WriteToHardware: Invalid address 00000064 near PC 0881e828 LR 0881e894
God of War®: Ghost of Sparta v1.17.1 2024-04-04 ReadFromHardware: Invalid address 00000068 near PC 0881e828 LR 0881e894
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Jump to invalid address: 07779c80
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Branch in Jump delay slot at 09df7490 in block starting at 09df7470
God of War®: Ghost of Sparta v1.17.1 2024-04-03 MIPSCompileOp: Invalid instruction 000001df
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Branch in Jump delay slot at 09df747c in block starting at 09df7470
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Jump to invalid address: 030ebc80
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Branch in Jump delay slot at 09df7478 in block starting at 09df7470
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Jump to invalid address: 07779da0
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Branch in Jump delay slot at 09df7474 in block starting at 09df7470
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Jump to invalid address: 077dcc80
God of War®: Ghost of Sparta v1.17.1 2024-04-03 Branch in Jump delay slot at 09df7470 in block starting at 09df7470
God of War®: Ghost of Sparta v1.9.0 2024-03-30 Unknown GE command : 11fb21b1
God of War®: Ghost of Sparta v1.17.1 2024-03-29 80630006=sceAtracSetData(0, 08d64180, 00020000): invalid RIFF header
God of War®: Ghost of Sparta v1.17.1 2024-03-26 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.17.1 2024-03-26 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.9.0 2024-03-23 ReadFromHardware: Invalid address 00453b78 near PC 08ad0fa8 LR 08a7b32c
God of War®: Ghost of Sparta v1.9.0 2024-03-23 WriteToHardware: Invalid address 00000006 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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 d
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800822 Tex TexAlpha LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800822 Tex TexAlpha LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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 di
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80120b39 HWX C T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b39 HWX C T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800822 Tex TexAlpha LM 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800822 Tex TexAlpha LM 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800802 Tex LM 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800802 Tex LM 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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 ldo
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800002 Tex 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800002 Tex 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else {
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800022 Tex TexAlpha 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800022 Tex TexAlpha 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else {
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; i
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex 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 << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >>
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Fragment info ------------- 0(26) : error C7011: implicit cast from "int" to "uint" 0(26) : error C7011: implicit cast from "int" to "uint" fs: 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == uniform sampler2D tex; uniform vec4 u_texclamp; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) != int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000012 THR Tex in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
God of War®: Ghost of Sparta v1.9.0 2024-03-20 WriteToHardware: Invalid address 00000006 near PC 08a7ad24 LR 08a7ad24
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 000005ff
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4320a000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 431fa000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 42e2c000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43e90000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 42e0c000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4313a000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43006000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4312a000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43bd8ccd
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 42fec000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43907333
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43be0ccd
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4390f333
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4311a000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43bdcccd
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 42fcc000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 4390b333
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 437c8000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 434a0000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 437b8000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 431d0000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43490000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 41000000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 431e0000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 41100000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 437a8000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 431d8000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43480000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 41080000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43310000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 432b0000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 42c20000