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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 |