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Game title |
Version |
Latest Report |
Message |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-10-02 |
WriteToHardware: Invalid address 0000004c near PC 08a80aac LR 08a80ac0 |
God of War®: Ghost of Sparta |
v1.14 |
2023-10-01 |
UI scissor out of bounds in GamePauseScreen: 2258,24-408,221 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14 |
2023-10-01 |
UI scissor out of bounds in GamePauseScreen: 0,24-2245,221 / 1208,544 |
God of War®: Ghost of Sparta |
v1.13.1-547-g9f4a84945 |
2023-10-01 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:18995 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
[COLOR seq:18988 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
|
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-29 |
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].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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 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_depthRange;
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);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos. |
God of War®: Ghost of Sparta |
v1.16.4-5-gfae186bba |
2023-09-26 |
WriteToHardware: Invalid address 00000029 near PC 08a52788 LR 08a527a0 |
God of War®: Ghost of Sparta |
v1.16.3 |
2023-09-26 |
WriteToHardware: Invalid address 0000004c near PC 08a9b96c LR 08a9850c |
God of War®: Ghost of Sparta |
v1.16.3 |
2023-09-26 |
WriteToHardware: Invalid address 00000029 near PC 088c1b3c LR 088c1b1c |
God of War®: Ghost of Sparta |
v1.16.5 |
2023-10-01 |
Can't draw: No current render step. Step count: 0 |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-25 |
sceSasSetADSRMode(08acd140, 24, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-25 |
sceSasSetADSRMode(08acd140, 23, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-25 |
sceSasSetADSRMode(08acd140, 22, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-25 |
sceSasSetADSRMode(08acd140, 21, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-25 |
sceSasSetADSRMode(08acd140, 20, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
God of War®: Ghost of Sparta |
v1.12 |
2023-09-24 |
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 r6p1-01rel0 [Revision 96995].
01f34015:00000b3d HWX C T N LM Fog 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-450 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_fogc |
God of War®: Ghost of Sparta |
v1.12 |
2023-09-24 |
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 r6p1-01rel0 [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-450 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) * |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-23 |
MFIC instruction hit (70020024) at 08992870 |
God of War®: Ghost of Sparta |
v1.14 |
2023-09-23 |
UI scissor out of bounds in GameSettingsScreen: 339,0-1168,720 / 1424,720 |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-23 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR ffffffff |
God of War®: Ghost of Sparta |
v1.16.2 |
2023-09-22 |
WriteToHardware: Invalid address 0000004c near PC 08a6876c LR 08a68900 |
God of War®: Ghost of Sparta |
v1.9.0 |
2023-09-21 |
Trying to relocate non-loaded section .debug_frame, ignoring |
God of War®: Ghost of Sparta |
v1.9.0 |
2023-09-21 |
Trying to relocate non-loaded section .debug_line, ignoring |
God of War®: Ghost of Sparta |
v1.9.4 |
2023-09-18 |
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].
01f34151:00000f1d 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
#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 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;
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 - 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)), 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_texcoor |
God of War®: Ghost of Sparta |
v1.9.4 |
2023-09-18 |
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].
01f34151:00000b1d 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
#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 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;
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 - 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)), 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 = ve |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-17 |
WriteToHardware: Invalid address 00000029 near PC 08aade30 LR 08aadd84 |
God of War®: Ghost of Sparta |
v1.13.1-547-g9f4a84945 |
2023-09-17 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:12426 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
[COLOR seq:12419 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
|
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-17 |
WriteToHardware: Invalid address 00002001 near PC 08000000 LR 08000000 |
God of War®: Ghost of Sparta |
v1.13.1-547-g9f4a84945 |
2023-09-16 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:26617 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
[COLOR seq:26610 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
|
God of War®: Ghost of Sparta |
v1.13.1-547-g9f4a84945 |
2023-09-16 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:21620 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
[COLOR seq:21613 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
|
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-16 |
__KernelStopThread: thread 326 does not exist (helper deleted) |
God of War®: Ghost of Sparta |
v1.16.1 |
2023-09-15 |
Unknown GE command : fccc6625 |
God of War®: Ghost of Sparta |
v1.16.1 |
2023-09-15 |
DXT5 texture extends beyond valid RAM: 09f89cc0 + 128 x 16384 |
God of War®: Ghost of Sparta |
v1.10.3 |
2023-09-15 |
Bad bounding box data: 888888 |
God of War®: Ghost of Sparta |
v1.10.3 |
2023-09-15 |
Unknown GE command : 34443333 |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2023-09-14 |
__KernelStopThread: thread 413 does not exist |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-14 |
Jump to invalid address: 017cfdc0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-14 |
Jump to invalid address: 062bec80 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-14 |
Jump to invalid address: 0600f280 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-14 |
MIPSCompileOp: Invalid instruction 4181999a |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 07793a40 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 079a64c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 07a7ff80 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 077933c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 077940c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 079a6940 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 079a6180 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0785dcc0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0785cf40 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0787ce00 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d4340 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0787b100 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0787ba40 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0787d380 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d2880 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 0787abc0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d39c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d1f00 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d3180 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078d5200 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 079ad300 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 078f1380 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 07794740 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-13 |
Jump to invalid address: 07a6a280 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 079a6dc0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07a0c640 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07944640 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07927400 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 078896c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07a151c0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07925d40 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 0798d880 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 0776f180 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 079d4000 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07794b00 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 076f7cc0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 07944dc0 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 079adc40 |
God of War®: Ghost of Sparta |
v1.16 |
2023-09-14 |
Jump to invalid address: 0777db00 |
God of War®: Ghost of Sparta |
v1.15.3 |
2023-09-13 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2023-09-12 |
__KernelStopThread: thread 3498 does not exist |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-11 |
WriteToHardware: Invalid address 00000029 near PC 08a82d64 LR 08a82d64 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-07 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5048, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-07 |
ReadFromHardware: Invalid address e2577005 near PC e2577005 LR 08b85524 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
MIPSCompileOp: Invalid instruction 0000063f |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 07907180 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 07821400 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078f4e80 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 079069c0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078f5140 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 07907940 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 07835540 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078210c0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 0788a1c0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 07889b00 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078eff80 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078f2f80 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078ee280 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078eebc0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078f37c0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-09-06 |
Jump to invalid address: 078f1fc0 |