Recent logs - v1.20.4-777-g16a38b090a

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Game title Version Latest Report Message
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) varying highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); oColor0 = Color0; oTexCoord0 = TexCoord0; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0) * oColor0; col.rgb = splat3(col.a); col.rgb *= oColor0.a; gl_FragColor = col; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0) * oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 void main() { vec4 col = oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) varying highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0).zyxw * oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
eFootball Chelito 19 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: Compile failed. ERROR: 0:1: Syntax error, version 110 not supported 1 compilation errors. No code generated. thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version 00040000:00000000 SWX RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:00000000 SWX RangeCull attribute vec4 position; attribute highp float fog; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { bool zClipped = false; v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = position; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version draw2d_copy_color #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 outColor = texture2D(tex, v_texcoord.xy); gl_FragColor = outColor; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000002 Tex(TFuncMod) #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000002 Tex(TFuncMod) uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version draw2d_vs #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec2 a_position; attribute vec2 a_texcoord0; varying highp vec2 v_texcoord; // TEXCOORD0 (0) void main() { v_texcoord = a_texcoord0; gl_Position = vec4(a_position, 0.0, 1.0); }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version 00000000:00000001 THR SWX #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00000000:00000001 THR SWX attribute vec4 position; attribute highp float fog; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { bool zClipped = false; v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = position; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version reinterpret #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float packColor(vec4 val) { return floor(val.r * 31.99) + floor(val.g * 63.99) * 32.0 + floor(val.b * 31.99) * 2048.0; } vec4 unpackColor(float color) { vec4 outColor = vec4(mod(floor(color), 32.0), mod(floor(color / 32.0), 32.0), mod(floor(color / 1024.0), 32.0), 0.0); outColor.rgb *= 1.0 / 31.0; outColor.a = floor(color / 32768.0); return outColor; } uniform vec2 texSize; uniform float scaleFactor; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 val = texture2D(tex, v_texcoord.xy); vec4 outColor = unpackColor(packColor(val)); gl_FragColor = outColor; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version reinterpret #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float packColor(vec4 val) { float color = floor(val.r * 31.99) + floor(val.g * 31.99) * 32.0 + floor(val.b * 31.99) * 1024.0; if (val.a >= 0.5) color += 32768.0; return color; } vec4 unpackColor(float color) { vec4 outColor = vec4(mod(floor(color), 32.0), mod(floor(color / 32.0), 64.0), mod(floor(color / 2048.0), 32.0), 0.0); outColor.rb *= 1.0 / 31.0; outColor.g *= 1.0 / 63.0; outColor.a = 1.0; return outColor; } uniform vec2 texSize; uniform float scaleFactor; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 val = texture2D(tex, v_texcoord.xy); vec4 outColor = unpackColor(packColor(val)); gl_FragColor = outColor; }
TEKKEN 6 v1.20.4-777-g16a38b090a 2026-08-02 Error in shader compilation: info: ERROR: Invalid #version 00000000:00000001 Clear #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00000000:00000001 Clear varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec4 v = v_color0; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version draw2d_copy_r16_to_depth #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec2 texSize; uniform float scaleFactor; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0); float depthValue = texture2D(tex, v_texcoord.xy).x; gl_FragDepth = depthValue; gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000102 Tex(TFuncMod) Fog #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000102 Tex(TFuncMod) Fog uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 0005c000:0100033e HWX N T C LM MatUp:3 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %0005c000:0100033e HWX N T C LM MatUp:3 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0180033e HWX N T C LM MatUp:3 FSDepthClamp Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0180033e HWX N T C LM MatUp:3 FSDepthClamp Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; varying highp vec2 v_zw; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; v_zw = vec2(outPos.z * outPos.w, outPos.w); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = (u_minZmaxZ.x + u_minZmaxZ.y) * (0.5 / 65536.0) * outPos.w; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 0005c000:0100013e HWX N T C LM MatUp:1 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %0005c000:0100013e HWX N T C LM MatUp:1 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0100033e HWX N T C LM MatUp:3 Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0100033e HWX N T C LM MatUp:3 Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0100033a HWX T C LM MatUp:3 Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0100033a HWX T C LM MatUp:3 Light: RangeCull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0100013e HWX N T C LM MatUp:1 Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0100013e HWX N T C LM MatUp:1 Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:00000002 HWX RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:00000002 HWX RangeCull attribute vec3 position; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version reinterpret #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float packColor(vec4 val) { return floor(val.r * 31.99) + floor(val.g * 63.99) * 32.0 + floor(val.b * 31.99) * 2048.0; } vec4 unpackColor(float colorLeft, float colorRight) { vec4 outColor = vec4(mod(floor(colorLeft), 256.0), mod(floor(colorLeft / 256.0), 256.0), mod(floor(colorRight), 256.0), mod(floor(colorRight / 256.0), 256.0)); outColor *= 1.0 / 255.0; return outColor; } uniform vec2 texSize; uniform float scaleFactor; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)); vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)); vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight)); gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0180013e HWX N T C LM MatUp:1 FSDepthClamp Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0180013e HWX N T C LM MatUp:1 FSDepthClamp Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; varying highp vec2 v_zw; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; v_zw = vec2(outPos.z * outPos.w, outPos.w); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = (u_minZmaxZ.x + u_minZmaxZ.y) * (0.5 / 65536.0) * outPos.w; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000482 Tex(TFuncMod) LM FragDepthClamp #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000482 Tex(TFuncMod) LM FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying highp vec2 v_zw; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0180031e HWX N T C MatUp:3 FSDepthClamp Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0180031e HWX N T C MatUp:3 FSDepthClamp Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; varying highp vec2 v_zw; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; v_zw = vec2(outPos.z * outPos.w, outPos.w); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = (u_minZmaxZ.x + u_minZmaxZ.y) * (0.5 / 65536.0) * outPos.w; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:01000182 Tex(TFuncMod) LM Fog StenToAlpha StenUniform #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:01000182 Tex(TFuncMod) LM Fog StenToAlpha StenUniform uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000082 Tex(TFuncMod) LM #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000082 Tex(TFuncMod) LM uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00062a82:00e00002 Tex(TFuncMod) TClampST ReplaceBlend_2 A:10 _B:10 _Eq:0 #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00062a82:00e00002 Tex(TFuncMod) TClampST ReplaceBlend_2 A:10 _B:10 _Eq:0 uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:0100d182 Tex(TFuncMod) LM Fog StenToAlpha StenUniform AlphaTest > #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:0100d182 Tex(TFuncMod) LM Fog StenToAlpha StenUniform AlphaTest > uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000582 Tex(TFuncMod) LM Fog FragDepthClamp #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000582 Tex(TFuncMod) LM Fog FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying highp vec2 v_zw; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00e05002 Tex(TFuncMod) TClampST AlphaTest == #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00e05002 Tex(TFuncMod) TClampST AlphaTest == uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000182 Tex(TFuncMod) LM Fog #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000182 Tex(TFuncMod) LM Fog uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000100 Fog #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000100 Fog varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:0100d082 Tex(TFuncMod) LM StenToAlpha StenUniform AlphaTest > #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:0100d082 Tex(TFuncMod) LM StenToAlpha StenUniform AlphaTest > uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:00000020 SWX LM RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:00000020 SWX LM RangeCull attribute vec4 position; attribute highp float fog; attribute vec2 texcoord; attribute lowp vec4 color0; attribute lowp vec3 color1; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { bool zClipped = false; v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_color1 = color1; v_fogdepth = fog; vec4 outPos = position; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:01000082 Tex(TFuncMod) LM StenToAlpha StenUniform #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:01000082 Tex(TFuncMod) LM StenToAlpha StenUniform uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version stencil_fs #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } uniform float stencilValue; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 index = texture2D(tex, v_texcoord.xy); vec4 outColor = index.aaaa; float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(stencilValue); if (mod(floor(shifted), 2.0) < 0.99) DISCARD; gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:0100031e HWX N T C MatUp:3 Light: RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:0100031e HWX N T C MatUp:3 Light: RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { float len2 = dot(v, v); return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2)); } void main() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version reinterpret #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float packColor(vec2 val) { return floor(val.r * 255.99) + floor(val.g * 255.99) * 256.0; } vec4 unpackColor(float color) { vec4 outColor = vec4(mod(floor(color), 32.0), mod(floor(color / 32.0), 64.0), mod(floor(color / 2048.0), 32.0), 0.0); outColor.rb *= 1.0 / 31.0; outColor.g *= 1.0 / 63.0; outColor.a = 1.0; return outColor; } uniform vec2 texSize; uniform float scaleFactor; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 val = texture2D(tex, v_texcoord.xy); float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0); vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba)); gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000402 Tex(TFuncMod) FragDepthClamp #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000402 Tex(TFuncMod) FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying highp vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:0100d482 Tex(TFuncMod) LM StenToAlpha StenUniform AlphaTest > FragDepthClamp #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:0100d482 Tex(TFuncMod) LM StenToAlpha StenUniform AlphaTest > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying highp vec2 v_zw; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00e00002 Tex(TFuncMod) TClampST #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00e00002 Tex(TFuncMod) TClampST uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:01000002 Tex(TFuncMod) StenToAlpha StenUniform #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:01000002 Tex(TFuncMod) StenToAlpha StenUniform uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version stencil_vs #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec2 a_position; varying highp vec2 v_texcoord; // TEXCOORD0 (0) void main() { v_texcoord = a_position * 2.0; gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000002 Tex(TFuncMod) #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000002 Tex(TFuncMod) uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00060000:00000000 #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000000 varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec4 v = v_color0; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00040000:00000000 SWX RangeCull #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00040000:00000000 SWX RangeCull attribute vec4 position; attribute highp float fog; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { bool zClipped = false; v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = position; if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) { outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN); } outPos.xy -= u_rasterOffset.xy; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version draw2d_copy_depth #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0); gl_FragDepth = texture2D(tex, v_texcoord.xy).x; gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00000000:00000001 Clear #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00000000:00000001 Clear varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec4 v = v_color0; gl_FragColor = v; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version 00000000:00000001 THR SWX #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00000000:00000001 THR SWX attribute vec4 position; attribute highp float fog; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { bool zClipped = false; v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = position; outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w; outPos.z *= outPos.w * (1.0 / 65536.0); gl_Position = outPos; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version draw2d_copy_color #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying highp vec2 v_texcoord; // TEXCOORD0 void main() { vec4 outColor = texture2D(tex, v_texcoord.xy); gl_FragColor = outColor; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version draw2d_vs #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec2 a_position; attribute vec2 a_texcoord0; varying highp vec2 v_texcoord; // TEXCOORD0 (0) void main() { v_texcoord = a_texcoord0; gl_Position = vec4(a_position, 0.0, 1.0); }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) varying highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0).zyxw * oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0) * oColor0; col.rgb = splat3(col.a); col.rgb *= oColor0.a; gl_FragColor = col; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 varying highp vec2 oTexCoord0; // TEXCOORD0 void main() { vec4 col = texture2D(tex, oTexCoord0) * oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; varying lowp vec4 oColor0; // COLOR0 void main() { vec4 col = oColor0; col.rgb *= oColor0.a; gl_FragColor = col; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) varying highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); oColor0 = Color0; oTexCoord0 = TexCoord0; }
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-01 Error in shader compilation: info: ERROR: Invalid #version thin3d #version 110 // Driver: - GLSL 110 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying lowp vec4 oColor0; // COLOR0 (0) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); }
EAFC 26 By Komo Valeri v1.9.4 2026-08-03 Savedata version requested: 3
EA FC 2024 BY SPARTAN JR 11 v1.9.4 2026-08-03 Savedata version requested: 3
BETEGAMING12 v1.9.4 2026-08-03 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2026-08-03 Savedata version requested: 3
The Warriors v1.20.4-777-g16a38b090a 2026-08-01 Failed to read valid video stream data from header
God of War®: Ghost of Sparta v1.20.4-98-gb8a71e8712 2026-08-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War: Chains of Olympus v1.20.4-777-g16a38b090a 2026-08-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Mortal Kombat: Unchained v1.20.4-777-g16a38b090a 2026-08-03 Failed to read valid video stream data from header
TEST DRIVE UNLIMITED v1.20.4-777-g16a38b090a 2026-07-31 UNTESTED sceNetAdhocPollSocket(09fcd90c, 1, 10, 0) at 08921d48
Mortal Kombat: Unchained v1.9.4 2026-08-03 Could not setup streams, unexpected stream count: 13414
Mortal Kombat: Unchained v1.9.4 2026-08-03 Video out requested, not supported: mode=0 size=0,0
TEST DRIVE UNLIMITED v1.9.4 2026-08-02 Video out requested, not supported: mode=0 size=0,0
Mortal Kombat: Unchained v1.6.3 2026-07-30 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Burnout Legends v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Burnout Legends v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2026-08-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2026-08-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Mortal Kombat: Unchained v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Mortal Kombat: Unchained v1.9.4 2026-08-03 Unexpected mpeg first timestamp: d59a080000 / 917412249600