Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.18.1 2025-04-21 WriteToHardware: Invalid address 00000010 near PC 08bf6578 LR 08bf6314
God of War®: Ghost of Sparta v1.18.1 2025-04-21 ReadFromHardware: Invalid address 0000000c near PC 08bf6578 LR 08bf6314
God of War®: Ghost of Sparta v1.18.1 2025-04-20 Block transfer invalid: af4831d0/130 -> 932fbee0/330, 735x579x4 (725,706)->(728,2)
God of War®: Ghost of Sparta v1.18.1 2025-04-20 Imm vertex used clip value, flags=770000
God of War®: Ghost of Sparta v1.11.3 2025-04-19 Unknown GetPointer 00000000 PC 08af1e2c LR 08af1e2c
God of War®: Ghost of Sparta v1.18.1 2025-04-18 sceSasSetADSR(08c5e400, 2, 15, 93e30daf, 2e599ab0, 254da1dd, 2e599ab0): invalid value
God of War®: Ghost of Sparta v1.18.1 2025-04-18 sceSasSetADSR(08c5e400, 1, 15, 00ad9b50, ad44ede5, b5bab488, 0bb436b0): invalid value
God of War®: Ghost of Sparta v1.11.3 2025-04-14 WriteToHardware: Invalid address 00000029 near PC 08a9621c LR 08a96390
God of War®: Ghost of Sparta v1.18.1 2025-04-09 WriteToHardware: Invalid address 00000029 near PC 08a79804 LR 08a796b8
God of War®: Ghost of Sparta v1.18.1 2025-04-07 WriteToHardware: Invalid address 0000004c near PC 08ae91ac LR 08ae91ac
God of War®: Ghost of Sparta v1.18.1 2025-04-06 sceSasSetADSR(08c5e400, 13, 15, 001bd407, 2548a3c6, 00057382, 9cab6e3d): invalid value
God of War®: Ghost of Sparta v1.18.1 2025-04-06 WriteToHardware: Invalid address 0000004c near PC 08ad6c40 LR 08ad6c6c
God of War®: Ghost of Sparta v1.18.1 2025-04-05 Branch in Jump delay slot at 08c100f4 in block starting at 08c10020
God of War®: Ghost of Sparta v1.18.1 2025-04-05 WriteToHardware: Invalid address 00000029 near PC 08a9b920 LR 08a9850c
God of War®: Ghost of Sparta v1.18.1 2025-04-04 Unexpected mpeg first timestamp: f4c3f8c153 / 1051259879763
God of War®: Ghost of Sparta v1.18.1 2025-04-02 Unexpected mpeg first timestamp: 3cd68dca656 / 4180762469974
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toL
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_l
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 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_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_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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * 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 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6ba0 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bec in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Jump to invalid address: 077a5140
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bcc in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6c20 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 MIPSCompileOp: Invalid instruction 00000b8e
God of War®: Ghost of Sparta v1.18.1 2025-03-25 MIPSCompileOp: Invalid instruction 00018781
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6be0 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 MIPSCompileOp: Invalid instruction 00018715
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bf0 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6b40 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6b70 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6c10 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Jump to invalid address: 033b8240
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bac in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6b10 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6b8c in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6b50 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bd0 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Jump to invalid address: 0775ac40
God of War®: Ghost of Sparta v1.18.1 2025-03-25 Branch in Jump delay slot at 09dd6bb0 in block starting at 09dd6b10
God of War®: Ghost of Sparta v1.18.1 2025-03-25 WriteToHardware: Invalid address 0000004c near PC 089caf40 LR 088ad6ac
God of War®: Ghost of Sparta v1.18.1 2025-03-21 Error in shader compilation: info: 0:5: P0007: Extension directive must occur before any non-preprocessor tokens 0:18: L0002: No matching function for call to 'fwidth' 0:19: L0002: Undeclared variable 'boxSize' 0:20: L0002: Undeclared variable 'boxSize' 0:21: L0002: Undeclared variable 'txOffset' postshader #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES #extension GL_OES_standard_derivatives : enable precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_position; uniform vec2 u_texelDelta; // (1.0 / bufferWidth, 1.0 / bufferHeight) uniform vec2 u_pixelDelta; // (1.0 / targetWidth, 1.0 / targetHeight) // Returns pixel sharpened to nearest pixel boundary. vec2 sharpSample(vec4 texSize, vec2 coord) { vec2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1.0); coord = coord * texSize.zw - 0.5 * boxSize; vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(coord)); return (floor(coord) + 0.5 + txOffset) * texSize.xy; } void main() { vec2 sharpPos = sharpSample(vec4(u_texelDelta, 1.0 / u_texelDelta), v_position); vec4 color = texture2D(sampler0, sharpPos); gl_FragColor = color; }
God of War®: Ghost of Sparta v1.18.1 2025-03-17 WriteToHardware: Invalid address 00000029 near PC 0881410c LR 0889cdf4
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Branch in Jump delay slot at 09fff3d0 in block starting at 09fff3a4
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Jump to invalid address: 07ffd040
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Branch in Jump delay slot at 09fff3cc in block starting at 09fff3a4
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Jump to invalid address: 07ffd050
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Jump to invalid address: 07907b40
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Branch in Jump delay slot at 09fff3a4 in block starting at 09fff3a4
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-16 Jump to invalid address: 030e4fc0
God of War®: Ghost of Sparta v1.18.1 2025-03-15 WriteToHardware: Invalid address 00000029 near PC 08812780 LR 08ab6c3c
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ecfaa0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314c760
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10164 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040610
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10178 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 030405b0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10188 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040580
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c1016c in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314c940
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10174 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ecfdf0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed0140
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10170 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10168 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c1017c in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 030405e0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10180 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10184 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed0490
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314c8a0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101b0 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101e0 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314ce40
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10200 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314cd00
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03146660
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101d8 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed2900
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040830
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101f0 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101a8 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040700
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040550
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10160 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040800
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed1520
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed1870
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c1021c in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101a4 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c10158 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Branch in Jump delay slot at 08c101e8 in block starting at 08c10154
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314cb20
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 02ed2260
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 0314c6c0
God of War®: Ghost of Sparta v1.18.1-1024-gd5bd7d24aa 2025-03-13 Jump to invalid address: 03040760