Recent logs - v1.14

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Game title Version Latest Report Message
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1588,269-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1588,178-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1588,87-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1476,269-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1476,178-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1476,87-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1586,451-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1586,360-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1586,269-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1586,178-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1586,87-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1611,451-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1611,360-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1611,269-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1611,178-0,87 / 1436,720
eFootball PES 2023 Danilo Gamer v1.14 2024-04-25 UI scissor out of bounds in SavedataScreen: 1611,87-0,87 / 1436,720
eFootball TM ARTS King Deluxe v1.14 2024-04-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball TM ARTS King Deluxe v1.14 2024-04-26 Savedata version requested on save: 3
eFootball TM ARTS King Deluxe v1.14 2024-04-26 Savedata version requested: 3
eFootball Play-C v1.14 2024-04-14 UI scissor out of bounds in GameSettingsScreen: 280,0-1147,720 / 1359,720
God of War®: Ghost of Sparta v1.14 2024-04-12 UI scissor out of bounds in GameSettingsScreen: 252,0-1200,720 / 1434,720
CARROS v1.14 2024-04-03 UI scissor out of bounds in MainScreen: 0,714-375,822 / 600,960
CARROS v1.14 2024-04-03 UI scissor out of bounds in MainScreen: 0,662-375,874 / 600,960
Dragon Ball Z: Tenkaichi Tag Team v1.14 2024-04-01 UI scissor out of bounds in MainScreen: 1288,3-240,372 / 960,600
Dragon Ball Z: Tenkaichi Tag Team v1.14 2024-04-01 UI scissor out of bounds in MainScreen: 0,662-375,874 / 600,960
Dragon Ball Z: Tenkaichi Tag Team v1.14 2024-04-01 UI scissor out of bounds in MainScreen: 0,714-375,822 / 600,960
eFootball Chelito 19 v1.14 2024-03-29 UI scissor out of bounds in SavedataScreen: 1799,204-0,99 / 1600,720
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in MainScreen: 1307,3-321,326 / 960,562
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in MainScreen: 0,23-1298,306 / 960,562
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in MainScreen: 0,0-1298,24 / 960,562
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in MainScreen: 0,0-1298,330 / 960,562
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 d
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800822 Tex TexAlpha LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800822 Tex TexAlpha LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 di
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80120b39 HWX C T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b39 HWX C T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800822 Tex TexAlpha LM 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800822 Tex TexAlpha LM 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800802 Tex LM 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800802 Tex LM 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(229) : error C7011: implicit cast from "int" to "uint" 0(228) : error C7011: implicit cast from "int" to "uint" 0(180) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(131) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(82) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" fs: 00180000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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 ldo
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800002 Tex 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800002 Tex 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else {
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:00800022 Tex TexAlpha 2x TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00800022 Tex TexAlpha 2x TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else {
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; i
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Vertex info ----------- 0(228) : error C7011: implicit cast from "int" to "uint" 0(227) : error C7011: implicit cast from "int" to "uint" 0(179) : error C7011: implicit cast from "int" to "uint" 0(178) : error C7011: implicit cast from "int" to "uint" 0(130) : error C7011: implicit cast from "int" to "uint" 0(129) : error C7011: implicit cast from "int" to "uint" 0(81) : error C7011: implicit cast from "int" to "uint" 0(80) : error C7011: implicit cast from "int" to "uint" fs: 00180000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >>
God of War®: Ghost of Sparta v1.14 2024-03-20 Error in shader program link: info: Fragment info ------------- 0(26) : error C7011: implicit cast from "int" to "uint" 0(26) : error C7011: implicit cast from "int" to "uint" fs: 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == uniform sampler2D tex; uniform vec4 u_texclamp; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) != int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 430 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000012 THR Tex in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14 2024-03-18 UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280
PES 2014 v1.14 2024-03-17 UI scissor out of bounds in GamePauseScreen: 1302,7-321,322 / 960,562
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in GamePauseScreen: 762,12-188,550 / 562,960
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in GamePauseScreen: 0,12-757,550 / 562,960
PES 2014 v1.14 2024-03-09 UI scissor out of bounds in GamePauseScreen: 0,7-1292,322 / 960,562
PES 2014 v1.14 2024-03-23 UI scissor out of bounds in MainScreen: 0,0-445,961 / 562,960
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1764,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1764,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1764,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1764,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1764,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1637,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1637,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1637,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1637,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1637,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1740,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1740,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1740,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1740,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-03-02 UI scissor out of bounds in SavedataScreen: 1740,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,100-0,99 / 1600,720
PES 2014 v1.14 2024-03-21 UI scissor out of bounds in GamePauseScreen: 250,21-74,1618 / 562,960
PES 2014 v1.14 2024-03-21 UI scissor out of bounds in GamePauseScreen: 0,21-247,1618 / 562,960
Dragon Ball Z Shin Budokai v1.14 2024-02-20 UI scissor out of bounds in GameSettingsScreen: 259,0-956,544 / 1148,544
Dragon Ball Z Shin Budokai v1.14 2024-02-20 UI scissor out of bounds in GameSettingsScreen: 354,0-1304,720 / 1520,720
Spider-Man 2 v1.14 2024-02-19 UI scissor out of bounds in GameSettingsScreen: 325,0-1262,720 / 1504,720
eFootball Chelito 19 v1.14 2024-02-12 UI scissor out of bounds in GameSettingsScreen: 213,0-1379,721 / 1600,662
LocoRoco™ v1.14 2024-02-08 Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14 2024-02-02 UI scissor out of bounds in GameSettingsScreen: 253,0-1461,850 / 1813,816
eFootball Chelito 19 v1.14 2024-02-01 UI scissor out of bounds in GameSettingsScreen: 261,0-1014,544 / 1208,544
Dragon Ball Z: Tenkaichi Tag Team v1.14 2024-01-30 UI scissor out of bounds in GameSettingsScreen: 211,0-1291,720 / 1440,720
Dragon Ball Z: Tenkaichi Tag Team v1.14 2024-01-30 UI scissor out of bounds in GameSettingsScreen: 201,0-1230,720 / 1371,720
2006 FIFA World Cup™ v1.14 2024-01-24 UI scissor out of bounds in SavedataScreen: 1799,516-0,92 / 1600,720
2006 FIFA World Cup™ v1.14 2024-01-24 UI scissor out of bounds in SavedataScreen: 1799,412-0,99 / 1600,720