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God of War™: Ghost of Sparta v1.12.3 2022-05-21 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 r4p0-00rel0 [Revision 96995]. 01f34151:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); 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 ; } 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*distan
God of War™: Ghost of Sparta v1.12.3 2022-05-21 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 r4p0-00rel0 [Revision 96995]. 01f34151:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); 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 ; } 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)),
God of War™: Ghost of Sparta v1.12.3 2022-05-21 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 r4p0-00rel0 [Revision 96995]. 01f34515:00000f3d 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 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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
God of War™: Ghost of Sparta v1.12.3 2022-05-21 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 r4p0-00rel0 [Revision 96995]. 01f34515:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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) * li
God of War™: Ghost of Sparta v1.12.3 2022-05-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f34015:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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; 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_
God of War™: Ghost of Sparta v1.12 2022-05-19 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
God of War™: Ghost of Sparta v1.12.3 2022-05-16 Unexpected mpeg first timestamp: efcc9fbf2ec / 16478883279596
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00015f00): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 0000b300): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00010300): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 0000b400): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00000b00): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00000a00): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00003b00): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00004900): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00007300): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 00002f00): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bd6708, 0000e800): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 Rendering to framebuffer offset: 040cc000 +65x0
God of War™: Ghost of Sparta v1.12.3 2022-05-11 80630007=sceAtracSetData(2, 08bb6700, 00020000): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.12.3 2022-05-11 sceGeBreak(mode=0, unknown=08bac174): unknown ptr (valid)
God of War™: Ghost of Sparta v1.12.3 2022-05-06 ReadFromHardware: Invalid address 24e24120 near PC 24e24120 LR 24e24120
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 MIPSCompileOp: Invalid instruction 40e0fc38
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 MIPSCompileOp: Invalid instruction 40b85e5c
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 MIPSCompileOp: Invalid instruction 41989914
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 Jump to invalid address: 015bc140
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 Jump to invalid address: 05cb2a00
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 Jump to invalid address: 05270080
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 MIPSCompileOp: Invalid instruction 00000078
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 MIPSCompileOp: Invalid instruction 0000001e
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-05-06 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088e4334
God of War™: Ghost of Sparta v1.11.2 2022-05-01 WriteToHardware: Invalid address 00000064 near PC 08abab04 LR 08abad3c
God of War™: Ghost of Sparta v1.11.2 2022-05-01 ReadFromHardware: Invalid address 00000068 near PC 08abab04 LR 08abad3c
God of War™: Ghost of Sparta v1.12.2 2022-04-23 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10505DATA/BBS1.DAT, 09faad70, 00000002)
God of War™: Ghost of Sparta v1.12.2 2022-04-23 sceIoChstat: change attr to 0000 requested
God of War™: Ghost of Sparta v1.8.0 2022-04-21 ReadFromHardware: Invalid address 00000044 near PC 088e46e4 LR 088e46fc
God of War™: Ghost of Sparta v1.8.0 2022-04-21 ReadFromHardware: Invalid address 00000040 near PC 088e46e4 LR 088e46fc
God of War™: Ghost of Sparta v1.12.3 2022-04-19 WriteToHardware: Invalid address 00000064 near PC 08a83a4c LR 08a840ec
God of War™: Ghost of Sparta v1.12.3 2022-04-19 ReadFromHardware: Invalid address 00000068 near PC 08a83a4c LR 08a840ec
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-04-17 Jump to invalid address: 017c16c0
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-04-17 Jump to invalid address: 077f1980
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-04-17 Jump to invalid address: 03992840
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-04-17 Unknown GE command : fbaa584b
God of War™: Ghost of Sparta v1.12.3 2022-04-15 Video out requested, not supported: mode=0 size=512,272
God of War™: Ghost of Sparta v1.10-6-g8ac4efd3c 2022-04-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33144
God of War™: Ghost of Sparta v1.12.3 2022-04-01 BlockTransfer: Bad source transfer address af19c450!
God of War™: Ghost of Sparta v1.12.3 2022-04-01 Unknown GE command : 39898917
God of War™: Ghost of Sparta v1.11.3 2022-03-31 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.11.3 2022-03-31 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.11.3 2022-03-31 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
God of War™: Ghost of Sparta v1.11.3 2022-03-29 Bad bounding box data: ff6ac4
God of War™: Ghost of Sparta v1.11.3 2022-03-29 Unknown GE command : 39031c08
God of War™: Ghost of Sparta v1.12.3 2022-03-27 Unexpected mpeg first timestamp: 7794b617261 / 8217537114721
God of War™: Ghost of Sparta v1.11.2 2022-03-13 ReadFromHardware: Invalid address 00000804 near PC 08a319e4 LR 08a319d4
God of War™: Ghost of Sparta v1.12.3 2022-03-08 Unexpected mpeg first timestamp: e6ff5e811df / 15874029785567
God of War™: Ghost of Sparta v1.12.3 2022-03-07 WriteToHardware: Invalid address 00000367 near PC 08000000 LR 08000000
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-03-07 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08b86584
God of War™: Ghost of Sparta v1.12.3 2022-03-03 sceGeBreak(mode=1, unknown=09f9af80): unknown ptr (valid)
God of War™: Ghost of Sparta v1.12.3 2022-03-03 __KernelStopThread: thread 295 does not exist
God of War™: Ghost of Sparta v1.12.3 2022-02-27 sceGeBreak(mode=0, unknown=08f6c8fc): unknown ptr (valid)
God of War™: Ghost of Sparta v1.10.2 2022-02-22 Unknown syscall in known module 'sceNpService': 0xa01443aa
God of War™: Ghost of Sparta v1.10.2 2022-02-22 Unknown syscall in known module 'sceNpService': 0x506c318d
God of War™: Ghost of Sparta v1.11.3 2022-02-22 Bad vertex address 06676600!
God of War™: Ghost of Sparta v1.11.3 2022-02-22 Unknown GE command : fefcecbf
God of War™: Ghost of Sparta v1.12.3 2022-02-19 sceKernelLoadModule: unsupported options size=00000014, flags=08bd0020, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.12.3 2022-02-17 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 000736a4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War™: Ghost of Sparta v1.12.3 2022-02-17 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00499998, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War™: Ghost of Sparta v1.12.3 2022-02-17 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 0022fa18, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War™: Ghost of Sparta v1.12.3 2022-02-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.12.3 2022-02-15 MIPSCompileOp: Invalid instruction 40cefda9
God of War™: Ghost of Sparta v1.12.3 2022-02-15 MIPSCompileOp: Invalid instruction b1000000
God of War™: Ghost of Sparta v1.12.3 2022-05-06 MIPSCompileOp: Invalid instruction 44fa0000
God of War™: Ghost of Sparta v1.12.3 2022-02-15 Jump to invalid address: 017f07c0
God of War™: Ghost of Sparta v1.12.3 2022-02-15 Jump to invalid address: 06210680
God of War™: Ghost of Sparta v1.12.3 2022-02-15 Jump to invalid address: 05cc1c80
God of War™: Ghost of Sparta v1.12.3 2022-02-15 MIPSCompileOp: Invalid instruction 000009e8
God of War™: Ghost of Sparta v1.12.3 2022-02-15 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0885a848
God of War™: Ghost of Sparta v1.12.3 2022-02-13 Failed decrypting the PRX (ret = -4, size = 5616137, psp_size = 5616480)!
God of War™: Ghost of Sparta v1.11.3-834-gbb38cf842 2022-02-12 ReadFromHardware: Invalid address 2370646c near PC 2370646c LR 08bd7de8
God of War™: Ghost of Sparta v1.12.3 2022-02-11 ReadFromHardware: Invalid address 008308ef near PC 008308ef LR 08bd7de8
God of War™: Ghost of Sparta v1.12.3 2022-02-11 WriteToHardware: Invalid address 9f6d1140 near PC 08a78e64 LR 08a78e64
God of War™: Ghost of Sparta v1.12.3 2022-02-07 Unexpected mpeg first timestamp: 420004 / 4325380
God of War™: Ghost of Sparta v1.12.3 2022-01-24 ReadFromHardware: Invalid address deadbeef near PC 09fff45c LR 08807438
God of War™: Ghost of Sparta v1.12.3 2022-01-16 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
God of War™: Ghost of Sparta v1.12.3 2022-01-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.12.3 2022-01-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
God of War™: Ghost of Sparta v1.12.3 2022-01-14 Jump to invalid address: 02d9ca20
God of War™: Ghost of Sparta v1.12.3 2022-01-14 Branch in Jump delay slot at 00010008 in block starting at 00010000
God of War™: Ghost of Sparta v1.12.3 2022-01-14 Jump to invalid address: 02d9c900
God of War™: Ghost of Sparta v1.12.3 2022-02-11 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
God of War™: Ghost of Sparta v1.12.3 2022-03-01 Could not setup streams, unexpected stream count: 13414
God of War™: Ghost of Sparta v1.12.3 2022-03-01 Unexpected mpeg first timestamp: d59a080000 / 917412249600
God of War™: Ghost of Sparta v1.12.3 2022-01-09 __KernelStopThread: thread 452 does not exist
God of War™: Ghost of Sparta v1.12.3 2022-01-07 ReadFromHardware: Invalid address a05a1e1d near PC a05a1e1d LR a05a1e1d
God of War™: Ghost of Sparta v1.12.3 2022-01-06 MIPSCompileOp: Invalid instruction 46777677
God of War™: Ghost of Sparta v1.12.3 2022-01-06 MIPSCompileOp: Invalid instruction 0190003b
God of War™: Ghost of Sparta v1.12.3 2022-01-06 Jump to invalid address: 07fdce48
God of War™: Ghost of Sparta v1.12.3 2022-01-06 MIPSCompileOp: Invalid instruction 032009f9
God of War™: Ghost of Sparta v1.12.3 2022-01-06 Jump to invalid address: 0fe40000
God of War™: Ghost of Sparta v1.12.3 2022-01-06 Jump to invalid address: 03bfbfbc