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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 |