Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.12.2 2022-01-22 FBO using existing buffer as depthbuffer, 04088000/04000000 and 04000000/00000000
God of War: Chains of Olympus v1.11.3 2022-01-21 Branch in Jump delay slot at 08020400 in block starting at 08014200
God of War: Chains of Olympus v1.12.3 2022-01-19 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]. 07f24444:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 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 mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 * u_matambientalpha + vec4(u_matemissive, 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); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; 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); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texc
God of War: Chains of Olympus v1.10.3 2022-01-18 Jump to invalid address: 05064200
God of War: Chains of Olympus v1.10.3 2022-01-18 Jump to invalid address: 06019200
God of War: Chains of Olympus v1.10.3 2022-01-18 MIPSCompileOp: Invalid instruction 43ec5963
God of War: Chains of Olympus v1.10.3 2022-01-18 Jump to invalid address: 060a2f00
God of War: Chains of Olympus v1.12.3 2022-01-18 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
God of War: Chains of Olympus v1.12.3 2022-01-18 80630006=sceAtracSetDataAndGetID(09858180, 00000800): invalid RIFF header
God of War: Chains of Olympus v1.12.3 2022-01-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149356544
God of War: Chains of Olympus v1.12.3 2022-01-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149518448
God of War: Chains of Olympus v1.12.3 2022-01-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151465432
God of War: Chains of Olympus v1.12.3 2022-01-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143642516
God of War: Chains of Olympus v1.12.3 2022-01-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143634596
God of War: Chains of Olympus v1.12.3 2022-01-12 Waiting thread for 2 that was already waiting for 0
God of War: Chains of Olympus v1.12.3 2022-01-11 WriteToHardware: Invalid address 00000050 near PC 0887d514 LR 0887d500
God of War: Chains of Olympus v1.12.3 2022-01-11 ReadFromHardware: Invalid address 00000050 near PC 0887d500 LR 0887d500
God of War: Chains of Olympus v1.12.2 2022-01-10 An uneaten prefix at end of block: 08bbc6b8
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 43906666
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 4311a000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 002300a8
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 42fcc000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 43902666
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 437c8000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 434a0000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 437b8000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 42d20000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 43490000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 42d40000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 41100000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 437a8000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 42d30000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 43480000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 41080000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 43310000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 432b0000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 42c20000
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 74737953
God of War: Chains of Olympus v1.12.3 2022-01-10 MIPSCompileOp: Invalid instruction 41000000
God of War: Chains of Olympus v1.12.3 2022-01-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.6.3 2022-01-06 Error in shader compilation: info: postshader attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
God of War: Chains of Olympus v1.6.3 2022-01-06 Error in shader compilation: info: 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 #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; varying vec2 v_texcoord0; void main() { // The parameters are hardcoded for now, but could be // made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = (1.0/128.0); vec3 rgbNW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbNE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbSW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbSE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbM = texture2D(sampler0, v_texcoord0.xy).xyz; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot( rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta; vec3 rgbA = (1.0/2.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)){ gl_FragColor.xyz=rgbA; } else { gl_FragColor.xyz=rgbB; } gl_FragColor.a = 1.0; }
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29910
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 0214a2b0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e298a0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29b80
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 0214a340
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 0214a240
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 0214a130
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29bf0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02149e30
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02149b50
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 021487c0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 0214a110
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29620
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29420
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c09c0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02147900
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e293b0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29690
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020bfc40
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020bfc20
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020bfb10
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02147bf0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02c10700
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02034220
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02147890
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02147710
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e29700
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02144350
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02144330
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02144310
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 021442f0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 021442d0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02c70290
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c2990
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e28fc0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c2480
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c2460
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c1c70
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c1a80
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c1800
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c1220
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02e28e70
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c11b0
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c1190
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 02144040
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c0d80
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c0d60
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c0a20
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c0a00
God of War: Chains of Olympus v1.12.3 2022-01-05 Jump to invalid address: 020c09e0
God of War: Chains of Olympus v1.12.3 2022-01-02 Waiting thread for 20 that was already waiting for 20
God of War: Chains of Olympus v1.12.3 2021-12-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080
God of War: Chains of Olympus v1.12.3 2021-12-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33504256
God of War: Chains of Olympus v1.12.3 2021-12-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.12.3 2021-12-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.12.3 2021-12-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328
God of War: Chains of Olympus v1.8.0 2021-12-28 ReadFromHardware: Invalid address 0e18f8bf near PC 0e18f8bf LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-12-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 01f34444:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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 vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); 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); 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); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; 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); 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 = splat3(0.0); 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_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos;