Recent logs - v1.18.1

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 63636e7e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 636e4242
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 6e6e706e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in RSZeroComp delay slot at 0909e2c0 in block starting at 0909e2a8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09097e40 with different target
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 3 MIPSCompileOp: Invalid instruction 77720000
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 030b0e14
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 2 MIPSCompileOp: Invalid instruction 00000177
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00001777
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00006777
eFootball 2025 STAR PATCH v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00017777
RESISTANCE® ~報復の刻~ v1.18.1 2025-03-01 1 Unknown GetPointerWrite 22f9cce8 PC 08d09d20 LR 08cd6754
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdec with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe14 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe50 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdfc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe78 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe5c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbde4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe68 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbde0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03aa337a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe54 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe20 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe6c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7a730111
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdf8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe38 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction eeeee730
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe18 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7301103a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe48 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdb0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe64 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdbc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe70 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdc4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe00 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe74 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe28 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe34 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction eeeee330
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7301033e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe0c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe4c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe40 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe58 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ea337a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7301037e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction eeeea330
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe44 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe2c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe60 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd8c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe24 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe04 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe3c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe10 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdf0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdc8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe08 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdc0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdcc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd9c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdb8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd04 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd90 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd88 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdb4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 73333301
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd98 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbde8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe1c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdac with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd84 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd94 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd18 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd1c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ae737e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe30 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd80 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ae333e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbddc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd0c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdf4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 2 MIPSCompileOp: Invalid instruction 7301103e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd08 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd00 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd2c with different target
Pro Evolution Soccer 2010 v1.18.1 2025-03-01 1 sceNetAdhocMatchingInit(32768) at 089cc0b4
eFootball PES 2021 By GABRIEL v1.18.1 2025-03-01 1 Unknown GetPointerWrite 2c48e2c0 PC 088113ac LR 088113c4
God of War®: Ghost of Sparta v1.18.1 2025-03-30 6 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]. 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 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)) // 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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.r
God of War®: Ghost of Sparta v1.18.1 2025-03-30 3 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]. 07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 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)) // 07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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; 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;
God of War®: Ghost of Sparta v1.18.1 2025-03-30 5 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]. 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 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)) // 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; 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_matspecu

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