Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.6.2 2019-04-22 Error in shader compilation: info: 00000000:00400f8e Tex TexProj TexOffs LM TClampST TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2((clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; gl_FragColor = v; }
God of War: Chains of Olympus v1.8.0 2019-04-20 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]. 07f14444:40c00b1d 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:1 WScale 3 #version 100 precision highp float; 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 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_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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); 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 * u_matdiffuse) * 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 * u_matdiffuse) * 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 * u_matdiffuse) * 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-20 Wrong magic number 62ed2ff0
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-20 Wrong magic number 62eb5008
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-20 Wrong magic number 676e6964
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-20 Wrong magic number 67fa7968
God of War: Chains of Olympus v1.8.0 2019-04-20 Unknown GetPointer 00000000 PC 0881f148 LR 0881f148
God of War: Chains of Olympus v1.5.2 2019-04-18 Wrong magic number 9990ec70
God of War: Chains of Olympus v1.5.2 2019-04-18 Wrong magic number 99f75a30
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f121d0
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f0eec0
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f0e400
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795100
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05794500
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05792d00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 0578de00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f10c50
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795800
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795000
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05794d00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795c00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f0f170
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05794300
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05792900
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05793a00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f0c3c0
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05792e00
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 0578f500
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f0f420
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795400
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05792800
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f11f20
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f10440
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 443d4fd5
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f10190
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f119c0
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 442369ce
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f17a80
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 41a85a68
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 4370773b
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795900
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 4373ccbe
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 44a2ea92
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05795a00
God of War: Chains of Olympus v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction 44aa378b
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f12730
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05794100
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05f12c90
God of War: Chains of Olympus v1.8.0 2019-04-18 Jump to invalid address: 05793f00
God of War: Chains of Olympus v1.5.2 2019-04-18 Wrong magic number 9afbe000
God of War: Chains of Olympus v1.5.2 2019-04-18 Wrong magic number 98163d80
God of War: Chains of Olympus v1.8.0 2019-04-22 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]. 07f24440:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 #version 100 precision highp float; 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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); 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 = vec3(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.w = u_cullRang
God of War: Chains of Olympus v1.8.0 2019-04-16 Unknown GetPointer 00000000 PC 0898e0a0 LR 0898e0a0
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 06618900 PC 09870a44 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 MIPSCompileOp: Invalid instruction 00002d5f
God of War: Chains of Olympus v1.8.0 2019-04-15 MIPSCompileOp: Invalid instruction 00000b75
God of War: Chains of Olympus v1.8.0 2019-04-15 Trying to compile instruction 00000b71 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 061c2c00 PC 09870b20 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 061c2b00 PC 09870a8c LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Trying to compile instruction 00000b73 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 Trying to compile instruction 00000b74 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 06618900 PC 09870384 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02d32370 PC 09870b0c LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Trying to compile instruction 00000b76 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02cd94e0 PC 09870a38 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Trying to compile instruction 00000b72 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 MIPSCompileOp: Invalid instruction 00002d5e
God of War: Chains of Olympus v1.8.0 2019-04-14 MIPSCompileOp: Invalid instruction 40b15759
God of War: Chains of Olympus v1.8.0 2019-04-13 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 r5p0-01rel0 [Revision 96995]. 07f24404:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 #version 100 precision highp float; 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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); 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 = vec3(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.w = u_cullRangeM
God of War: Chains of Olympus v1.8.0 2019-04-13 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 r5p0-01rel0 [Revision 96995]. 07f34444:40c00b1d 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:3 WScale 3 #version 100 precision highp float; 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); 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 = vec3(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 || projP
God of War: Chains of Olympus v1.8.0 2019-04-11 WriteToHardware: Invalid address 000002c8 near PC 089e6818 LR 089e6818
God of War: Chains of Olympus v1.8.0 2019-04-11 ReadFromHardware: Invalid address ffffffa0 near PC 089e6818 LR 089e6818
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-10 Unknown GE command : 39224d7f
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-10 Unsupported Vertex Texture Coordinate T : f4224e7f
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-10 Unsupported Vertex Texture Coordinate Q : f5224c7f
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-09 Wrong magic number a0e07050
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-04-09 Wrong magic number b054b050
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02d32370 PC 098708cc LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Trying to compile instruction 00005a70 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 061c1100 PC 09870460 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02d32370 PC 0987020c LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 061bf0d8 PC 0986fdbc LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 061c1a00 PC 098706a0 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 02cd94e0 PC 09870378 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 061bf600 PC 0986fda0 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 06618900 PC 09870144 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 MIPSCompileOp: Invalid instruction 00000b7c
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 02d3e300 PC 09870364 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Trying to compile instruction 00005a72 that can't be interpreted
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 061c0000 PC 09870154 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 062a07c0 PC 09870638 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 061c0800 PC 09870220 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02d32370 PC 0987068c LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02cd94e0 PC 098705b8 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 062cc680 PC 098701b0 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-08 MIPSCompileOp: Invalid instruction 00000b78
God of War: Chains of Olympus v1.8.0 2019-04-08 MIPSCompileOp: Invalid instruction 00000b7b
God of War: Chains of Olympus v1.8.0 2019-04-08 MIPSCompileOp: Invalid instruction 00001fff
God of War: Chains of Olympus v1.8.0 2019-04-08 Jump to invalid address: 06352bc0 PC 098705a8 LR 0986fd80
God of War: Chains of Olympus v1.8.0 2019-04-15 Jump to invalid address: 02cd94e0 PC 09870138 LR 0986fd80