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God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01934001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01934001:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01934001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01b34005:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01b34005:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War®: Ghost of Sparta v1.5.4-956-ga3bbe8791 2024-03-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01b34005:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NEED FOR SPEED™ UNDERCOVER v1.5.4-956-ga3bbe8791 2023-09-24 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00014150 HWX Tex TexProjPos UVMtx TessRevN #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
God of War: Ragnarok v1.7.5 2024-04-01 Rendering to framebuffer offset: 00162000 +256x0
God of War: Ragnarok v1.7.5 2023-12-20 Render to area containing texture at 00162000 +256x0
God of War: Ragnarok v1.7.5 2023-12-20 Ignoring possible render to texture at 00161800 +0x64 / 480x272
eFootball Chelito 19 v1.9.4 2024-04-22 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2024-04-22 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2024-04-22 Savedata version requested: 3
God of War: Ragnarok v1.9.4 2024-04-01 Render to texture with different formats 0 != 3
God of War: Ragnarok v1.9.4 2024-04-01 Render to texture with different strides 1024 != 512
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
God of War: Ragnarok v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2024-04-21 Unknown GetPointer 00000000 PC 08816130 LR 08816144
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2024-04-22 Savedata version requested: 3
eFootball Chelito 19 v1.6.3 2024-02-14 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0001d000 AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.5.4-956-ga3bbe8791 2023-04-11 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2020 "C19" v1.5.4-956-ga3bbe8791 2023-03-31 Unknown GetPointer 3b6e84f2 PC 0884d7a4 LR 0884d7c4
eFooTBall Play Cesar Patch v1.9.4 2024-04-22 Savedata version requested: 3
eFootball PES 2020 "C19" v1.5.4-956-ga3bbe8791 2023-03-28 Unknown GetPointer ad20caf0 PC 0884d5a0 LR 0884d7c4
eFootball PES 2023 "SNE" v1.9.4 2024-04-21 Unknown GetPointer 00000000 PC 088287e0 LR 088287f0
eFootball PES 2020 "C19" v1.5.4-956-ga3bbe8791 2023-02-20 Unknown GetPointer e024ddf2 PC 0884d5a0 LR 0884d7c4
eFootball PES 2023 "SNE" v1.9.4 2024-04-22 Unknown GetPointer 00000000 PC 08816130 LR 08816144
eFootball PES 2023 "SNE" v1.9.4 2024-04-22 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2024-04-22 Savedata version requested: 3
Dante's Inferno™ v1.5.4-956-ga3bbe8791 2022-12-28 Render to area containing texture at 00162000 +256x0
Dante's Inferno™ v1.5.4-956-ga3bbe8791 2022-12-28 Ignoring possible render to texture at 00161800 +0x64 / 480x272
Dante's Inferno™ v1.5.4-956-ga3bbe8791 2022-12-28 Rendering to framebuffer offset: 00161800 +64x0
eFootball Chelito 19 v1.9.4 2024-04-20 GL ran out of GPU memory; switching to low memory mode
eFootball PES PPSSPP A3 2023 MOD FIFA v1.9.4 2024-04-21 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES PPSSPP A3 2023 MOD FIFA v1.9.4 2024-04-21 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2024-04-13 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
eFootball Chelito 19 v1.9.4 2024-04-22 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball Chelito 19 v1.9.4 2024-04-22 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
eFootball Chelito 19 v1.9.4 2024-04-22 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2024-04-21 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.9.4 2024-04-22 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2024-04-22 Savedata version requested: 3
eFootball By TM ARTS v1.9.4 2024-04-22 Savedata version requested: 3
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.7.5 2024-04-21 Rendering to framebuffer offset: 000cc000 +65x0
Impossible Mission v1.9.4 2023-07-05 Savedata version requested: 3
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2024-04-16 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2024-04-16 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2024-04-21 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2024-04-22 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball Chelito 19 v1.9.4 2024-04-20 GL ran out of GPU memory; switching to low memory mode
eFootball Trailer 2022 v1.9.4 2024-04-21 Savedata version requested: 3
WWE MINI 2K22 BY DON MODDER v1.9.4 2024-04-22 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
UFL GAME By Haroun Z v1.9.4 2024-04-18 Savedata version requested: 3
PES HAROUN ZASIA 2022 v1.9.4 2024-04-21 Savedata version requested: 3
EFOOTBALL V. 1 BY PRFD v1.9.4 2024-04-22 Savedata version requested: 3
eFootball 2022 ASEAN v1.9.4 2024-04-15 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2024-04-10 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): fmt definition too small (0)
eFootball PES By HAROUN TECH v1.9.4 2024-04-22 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2024-04-22 Savedata version requested: 3
Efootball 2022 Komo Valeri... v1.9.4 2024-04-22 Savedata version requested: 3
FIFA 22 By Tutoriales Bendezu v1.9.4 2024-04-22 Savedata version requested: 3
PES 22 BY HAROUN Z v1.9.4 2024-04-21 Savedata version requested: 3
Garena Free Fire Beta LBorelliMods v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Garena Free Fire Beta LBorelliMods v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Garena Free Fire Beta LBorelliMods v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
Garena Free Fire Beta LBorelliMods v1.9.4 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
TTT XV3 V6 Hecha porLegendCrack Z v1.9.4 2024-04-04 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFOOTBALL PES 2020 "C19" T. BENDEZU v1.9.4 2024-04-21 Savedata version requested: 3
eFootball PES 2021 C19 & Nibeck Tv v1.9.4 2024-04-22 Savedata version requested: 3
eFootball PES 2021 BY OXYGEN v1.9.4 2024-03-25 Savedata version requested: 3
eFooball PES 2021 PPSSPP Link By Azis Gamer v1.9.4 2024-03-17 Savedata version requested: 3
FIFA 21 Beta T. Bendezu & Alexander v1.9.4 2024-04-21 Savedata version requested: 3
Dante's Inferno™ v1.5.4-956-ga3bbe8791 2022-12-28 Render to texture with different strides 1024 != 512
Virtua Tennis 3 v1.9.4 2021-09-07 80630011=sceAtracSetDataAndGetID(08ce5440, 00000004): buffer too small
eFootball PES 2020 "C19" v1.9.4 2024-04-20 Savedata version requested: 3
eFootball PES 2021 By Susah Tenar v1.9.4 2024-04-22 Savedata version requested: 3
eFootball PES 2021 By FAR Channel Indonesia v1.9.4 2024-04-22 Savedata version requested: 3
Def Jam® Fight For NY™: The Takeover v1.5.4-956-ga3bbe8791 2020-09-29 sceDmacMemcpy(dest=0967b300, src=08400000, size=72384): overlapping read
BRIAN LARA 2007: PRESSURE PLAY v1.5.4-956-ga3bbe8791 2021-01-03 GL ran out of GPU memory; switching to low memory mode
eFootball PES 2021 DraycEM "C19" v1.9.4 2024-04-22 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2021 DraycEM "C19" v1.9.4 2024-04-22 Savedata version requested: 3
WWE 2K20 PSP by PEOPLE'S CHAMP v1.9.4 2024-04-16 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-16 GL ran out of GPU memory; switching to low memory mode
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-13 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
eFootball PES 2020 "C19" v1.9.4 2024-04-21 Savedata version requested: 3
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-21 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-22 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PES 2020 "C19" v1.9.4 2023-10-16 Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-17 Game install with no files / data
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-22 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-04-22 Savedata version requested: 3
eFootball PES 2021 By TM ARTS v1.9.4 2024-04-22 Savedata version requested: 3
PES CONMEBOL LIBERTADORES 2020 GMDV2 v1.9.4 2024-04-17 Savedata version requested: 3
eFootball PES 2020 "C19" v1.9.4 2024-03-16 Unknown GetPointer 00000010 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 Lite ( Wanto Sis CH ) v1.9.4 2024-04-21 Savedata version requested: 3
PES Ultimate Patch 2021 v1.9.4 2024-04-21 Unknown GetPointer 00000000 PC 08816130 LR 08816144