Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
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
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43880000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 MIPSCompileOp: Invalid instruction 43f00000
God of War®: Ghost of Sparta v1.16.6-949-g9fdcef9a0 2024-03-18 Branch in Jump delay slot at 08020400 in block starting at 08020000
God of War®: Ghost of Sparta v1.17.1 2024-03-18 Unexpected mpeg first timestamp: f3ebf2b020c / 16762169655820
God of War®: Ghost of Sparta v1.17.1 2024-03-11 WriteToHardware: Invalid address 00000368 near PC 08a8a8c0 LR 08a8c2d4
God of War®: Ghost of Sparta v1.10.3 2024-03-10 80630006=sceAtracSetHalfwayBufferAndGetID(08dda4c0, 00000800, 00040000): invalid RIFF header
God of War®: Ghost of Sparta v1.16.6 2024-03-09 ReadFromHardware: Invalid address 00000068 near PC 08a9015c LR 08a90638
God of War®: Ghost of Sparta v1.17.1 2024-03-07 Unknown GE command : b7994efd
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Invalid inds in bounding box check
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Vertices without position found: (12121207) P: ? C: ? T: f W: u8 (1x) I: u16 Morph: 5 (20b)
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Drawing region rate add non-zero: 0326, 02cc of 03ff, 03ff
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Vertices without position found: (06112030) P: ? N: s8 C: 565 Morph: 5 (40b)
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Vertices without position found: (12112030) P: ? N: s8 C: 565 Morph: 5 (40b)
God of War®: Ghost of Sparta v1.17.1 2024-03-06 VTYPE with morph used: THRU=0 TC=0 COL=4 POS=0 NRM=1 WT=0 NW=5 IDX=0 MC=5
God of War®: Ghost of Sparta v1.17.1 2024-03-06 Unknown GE command : 4ffd5173
God of War®: Ghost of Sparta v1.10-6-g8ac4efd3c 2024-03-04 WriteToHardware: Invalid address 00000064 near PC 0881ead4 LR 0881ead4
God of War®: Ghost of Sparta v1.10-6-g8ac4efd3c 2024-03-04 ReadFromHardware: Invalid address 00000068 near PC 0881ead4 LR 0881ead4
God of War®: Ghost of Sparta v1.17 2024-03-01 WriteToHardware: Invalid address 3eadf41b near PC 08a596ac LR 08a79218
God of War®: Ghost of Sparta v1.9.0 2024-02-27 WriteToHardware: Invalid address 000f423f near PC 08a60628 LR 08a60840
God of War®: Ghost of Sparta v1.9.0 2024-02-27 ReadFromHardware: Invalid address 00453b78 near PC 08a60628 LR 08a60840
God of War®: Ghost of Sparta v1.9.0 2024-02-27 WriteToHardware: Invalid address 00000009 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-02-25 WriteToHardware: Invalid address 00000064 near PC 08ac0aec LR 08a83a20
God of War®: Ghost of Sparta v1.17.1 2024-02-25 ReadFromHardware: Invalid address 00000068 near PC 08ac0aec LR 08a83a20
God of War®: Ghost of Sparta v1.17.1 2024-02-24 WriteToHardware: Invalid address bcbf6aa8 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.17.1 2024-02-23 WriteToHardware: Invalid address 00000064 near PC 08a82ccc LR 08a82ea4
God of War®: Ghost of Sparta v1.17.1 2024-02-23 ReadFromHardware: Invalid address 00000068 near PC 08a82ccc LR 08a82ea4
God of War®: Ghost of Sparta v1.13.2 2024-02-22 FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000
God of War®: Ghost of Sparta v1.13.2 2024-02-22 FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000