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Game title |
Version |
Latest Report |
Message |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
MPEG user data found |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
Unexpected mpeg first timestamp: 6f3616e6465 / 7642381444197 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
Unknown GE command : 11ffffff |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
Render to texture with incompatible formats 0 != 3 at 0414c000 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-24 |
Ignoring func export sceCcc/fb7846e2, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-19 |
Ignoring possible render to texture at 04156000 +0x128 / 256x272 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-18 |
WriteToHardware: Invalid address 00000064 near PC 08a9c7a4 LR 08a98f88 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-18 |
ReadFromHardware: Invalid address 00000068 near PC 08a9c7a4 LR 08a98f88 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p1-01rel0 [Revision 96995].
01f34501:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMi |
God of War™: Ghost of Sparta |
v1.9.3 |
2021-01-15 |
Unknown GetPointer 0004d519 PC 08a02a08 LR 08a02a10 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel1 [Revision 96995].
01f34515:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
Render to texture with different strides 256 != 64 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
Unknown syscall in known module 'sceAudio': 0x20628e6f |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
Unknown syscall in known module 'ThreadManForUser': 0x71ec4271 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.10.2 |
2021-01-09 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34055:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPo |
God of War™: Ghost of Sparta |
v1.10.2 |
2021-01-09 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34055:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = |
God of War™: Ghost of Sparta |
v1.9.4 |
2021-01-08 |
Error in shader compilation: info: Compile failed.
ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:453: 'assign' : cannot convert from 'int' to '3-component vector of float'
ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion)
ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion)
ERROR: 0:502: 'mul' : undeclared identifier
ERROR: 0:502: invalid function call
17 compilation errors. No code generated.
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen fil |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-05 |
80630006=sceAtracSetData(2, 08b407c0, 00020000): invalid RIFF header |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-05 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-05 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488 |
God of War™: Ghost of Sparta |
v1.9.3 |
2021-01-02 |
Unknown GetPointer 0004f361 PC 08a02a08 LR 08a02a10 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-30 |
sceMpegRingbufferPut(): invalid mpeg data |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-10 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-10 |
Unknown syscall in known module 'sceNpService': 0x268c009d |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-10 |
Unknown syscall in known module 'sceNpService': 0x1da3e950 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-10 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-10 |
Unknown syscall in known module 'sceNpAuth': 0xd99455dd |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-28 |
Unknown syscall in known module 'sceNpAuth': 0x72bb0467 |
God of War™: Ghost of Sparta |
v1.10.3 |
2021-01-15 |
Unknown syscall in known module 'sceAudio': 0x46ebb729 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/a0b8ca55, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/85461eff, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/76c0f4ae, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-23 |
Ignoring func export scePsmfPlayer/2beb1569, already implemented in HLE. |
God of War™: Ghost of Sparta |
v1.10.2 |
2020-12-28 |
Unexpected mpeg first timestamp: 5faea8095d3 / 6575234258387 |
God of War™: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-20 |
__KernelStopThread: thread 388 does not exist |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 00000cf7 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
An uneaten prefix at end of block: 0812b234 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 0000003a |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
Jump to invalid address: 03880000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 05fe2000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
Jump to invalid address: 0beaa6bc |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction cfa00000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 00245454 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 03f90254 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 0000afff |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 0029efff |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 000000df |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 46cff800 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 43444344 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction f39fecfd |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 44200000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 0000001f |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 00008ffd |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
Jump to invalid address: 03dc0000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 06f604fa |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 00004ff5 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
Branch in RSZeroComp delay slot at 0812b1e4 in block starting at 0812b1c0 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
ReadFromHardware: Invalid address ffff8800 near PC 081115a0 LR 08000000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 44fb0000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 4ff40000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 000995fd |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction d1000000 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction edeffffa |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
MIPSCompileOp: Invalid instruction 9f9ef600 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
WriteToHardware: Invalid address deadbeef near PC 0812b200 LR eadbeef0 |
God of War™: Ghost of Sparta |
v1.9.4 |
2020-12-19 |
Branch in RSRTComp delay slot at 08111678 in block starting at 08110000 |
God of War™: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-19 |
__KernelStopThread: thread 346 does not exist |
God of War™: Ghost of Sparta |
v1.10.2 |
2020-12-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.10.3-491-g9bc278c3d |
2020-12-13 |
Ignoring possible texturing from framebuffer at 04118000 +0x147 / 480x272 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-12 |
Unimplemented HLE function sceHprmRegisterCallback |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-10 |
ReadFromHardware: Invalid address 02c80000 near PC 08ae1500 LR 08ae1500 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-10 |
WriteToHardware: Invalid address 02c80000 near PC 08ae4144 LR 08ae194c |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-09 |
FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-09 |
Unknown GE command : 7fbeac57 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-06 |
ReadFromHardware: Invalid address 00000000 near PC 0880c910 LR 0880c910 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-06 |
WriteToHardware: Invalid address 00000006 near PC 08818b08 LR 08818b08 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-06 |
WriteToHardware: Invalid address 00000000 near PC 08818b08 LR 08818b08 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-06 |
ReadFromHardware: Invalid address 00000000 near PC 08818b08 LR 08818b08 |
God of War™: Ghost of Sparta |
v1.10.3 |
2020-12-06 |
WriteToHardware: Invalid address 00000000 near PC 08819d9c LR 08819ca8 |