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| Game title |
Version |
Latest Report |
Hits |
Message |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-07-11 |
93 |
No DL ID available to enqueue |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-07-11 |
1 |
Unknown GE command : fedb8cd1 |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-07-11 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09375ce0): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-07-11 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095506a0): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
1 |
Unknown GetPointerWrite 47160eb5 PC 08b5dac4 LR 08817acc |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 895038088 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1102283970 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1524065174 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1074102438 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1772536304 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 842308548 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 2100674984 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -738623488 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1080369424 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 13538666 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1407750410 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
3 |
80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at 996396730 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1768467182 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2123401712 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1158519476 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -669695596 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 585944634 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -1724885280 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -394067856 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1871293232 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608776782 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -536786328 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1437335850 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1828913322 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -877376052 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -838979742 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 871589838 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
3 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -456304412 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -1132170848 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -1645708822 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 2021283304 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 845417218 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 88919290 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -811093562 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 958120372 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1466697130 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1638575874 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00002000): too small for WAVE chunk at -660345080 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1181991866 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -298422240 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -142628050 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 283322392 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 8991838 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -321195198 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1708894288 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -810180272 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1238053974 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1442955474 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 351435770 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1337628120 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -2048907712 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1791234858 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1736055012 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1712507764 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801424 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -445875822 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2144968186 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -850389930 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 231098516 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -1843130066 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1498659132 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
3 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1868920184 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00002000): too small for WAVE chunk at -1948393478 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801324 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
2 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1121782174 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
3 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1431639086 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1787322906 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1274527252 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -141958336 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-04 |
1 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801360 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-05 |
3 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2046071614 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-07-10 |
8 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1272138820 |
| eFootball Mx CL26 |
v1.17.1-334-g1786a4ddb |
2026-06-25 |
1 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-06-14 |
4 |
MIPSCompileOp: Invalid instruction 72a3b6d0 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-06-14 |
1 |
MIPSCompileOp: Invalid instruction 71e48788 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-31 |
1 |
MIPSCompileOp: Invalid instruction 71e76070 |
| Medal of Honor Heroes™ 2 |
v1.17.1-334-g1786a4ddb |
2026-05-30 |
1 |
WriteToHardware: Invalid address 00000001 near PC 08b61d40 LR 08b7072c |
| Grand Theft Auto: Liberty City Stories |
v1.17.1-334-g1786a4ddb |
2026-05-26 |
1 |
Unknown GetPointerWrite 0a006ec5 PC 08aed618 LR 08a2d9d0 |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-07-19 |
5 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-07-24 |
12 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-08-03 |
9 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| eFootball Chelito 19 |
v1.18.1-162-gfe38e8822c |
2026-11-02 |
267 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 716f6965 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 01000301 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 05060540 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
2 |
MIPSCompileOp: Invalid instruction 00000001 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 00000655 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 00000601 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MIPSCompileOp: Invalid instruction 00000168 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
MFIC instruction hit (7168dc64) at 08000020 |
| God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
1 |
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].
01730155:00000f09 HWX C T N LM RevN 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))
// 01730155:00000f09 HWX C T N LM RevN 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)
ligh |
| God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
2 |
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].
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_ |
| God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
2 |
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].
01f34551:00000f09 HWX C T N LM RevN 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))
// 01f34551:00000f09 HWX C T N LM RevN 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)), worldn |
| God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2026-05-03 |
2 |
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].
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 |
2026-05-03 |
2 |
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].
01f34515:00000f09 HWX C T N LM RevN 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))
// 01f34515:00000f09 HWX C T N LM RevN 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)), worldn |