Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.15.4 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