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- QDBusConnection: session D-Bus connection created before QCoreApplication. Application may misbehave.
- QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
- QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
- libEGL warning: failed to create a pipe screen for i965
- OpenGL vendor string: Intel Open Source Technology Center
- OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
- OpenGL version string: OpenGL ES 3.0 Mesa 9.2.0
- OpenGL shading language version string: OpenGL ES GLSL ES 3.0
- Driver: Intel
- GPU class: IvyBridge
- OpenGL version: 3.0
- GLSL version: 3.0
- Mesa version: 9.2
- X server version: 1.14.2
- Linux kernel version: 3.10.1
- Direct rendering: yes
- Requires strict binding: no
- GLSL shaders: yes
- Texture NPOT support: yes
- Virtual Machine: no
- GLSL source for vertex shader 2:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- // offset of the window/texture to be rendered
- uniform vec2 offset;
- in vec4 vertex;
- in vec2 texCoord;
- out vec2 varyingTexCoords;
- void main()
- {
- varyingTexCoords = texCoord;
- gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
- }
- GLSL IR for shader 2:
- (
- (declare (sys ) int gl_InstanceID)
- (declare (sys ) int gl_VertexID)
- (declare (shader_out ) float gl_PointSize)
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) vec2 offset)
- (declare (shader_in ) vec4 vertex)
- (declare (shader_in ) vec2 texCoord)
- (declare (shader_out ) vec2 varyingTexCoords)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
- (declare (temporary ) vec4 vec_ctor)
- (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
- (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
- ))
- )
- )
- GLSL source for fragment shader 3:
- #version 300 es
- precision highp float;
- uniform sampler2D sampler;
- uniform vec4 modulation;
- uniform float saturation;
- in vec2 varyingTexCoords;
- out vec4 fragColor;
- void main()
- {
- vec4 tex = texture(sampler, varyingTexCoords);
- if (saturation != 1.0) {
- tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
- }
- tex *= modulation;
- #ifdef KWIN_SHADER_DEBUG
- tex.g = min(tex.g + 0.5, 1.0);
- #endif
- fragColor = tex;
- }
- GLSL IR for shader 3:
- (
- (declare (shader_out ) float gl_FragDepth)
- (declare (shader_in ) vec2 gl_PointCoord)
- (declare (shader_in ) bool gl_FrontFacing)
- (declare (shader_in ) vec4 gl_FragCoord)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) sampler2D sampler)
- (declare (uniform ) vec4 modulation)
- (declare (uniform ) float saturation)
- (declare (shader_in ) vec2 varyingTexCoords)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (declare () vec4 tex)
- (declare (temporary ) vec4 texture_retval)
- (call texture (var_ref texture_retval) ((var_ref sampler) (var_ref varyingTexCoords) ))
- (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
- (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
- (declare (temporary ) float dot_retval)
- (call dot (var_ref dot_retval) ((constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )))
- (declare (temporary ) vec3 mix_retval)
- (call mix (var_ref mix_retval) ((swiz xxx (var_ref dot_retval) )(swiz xyz (var_ref tex) )(var_ref saturation) ))
- (assign (xyz) (var_ref tex) (var_ref mix_retval) )
- )
- ())
- (declare (temporary ) vec4 assignment_tmp)
- (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
- (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
- (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
- ))
- )
- (function texture
- (signature vec4
- (parameters
- (declare (in ) sampler2D sampler)
- (declare (in ) vec2 P)
- )
- (
- ))
- )
- (function dot
- (signature float
- (parameters
- (declare (in ) vec3 arg0)
- (declare (in ) vec3 arg1)
- )
- (
- ))
- )
- (function mix
- (signature vec3
- (parameters
- (declare (in ) vec3 arg0)
- (declare (in ) vec3 arg1)
- (declare (in ) float arg2)
- )
- (
- ))
- )
- )
- GLSL IR for linked vertex program 1:
- (
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) vec2 offset)
- (declare (shader_in ) vec4 vertex)
- (declare (shader_in ) vec2 texCoord)
- (declare (shader_out ) vec4 packed:varyingTexCoords)
- (declare () vec2 varyingTexCoords)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
- (declare (temporary ) vec4 vec_ctor)
- (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
- (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
- (assign (xy) (var_ref packed:varyingTexCoords) (swiz xy (swiz xy (var_ref varyingTexCoords) )))
- ))
- )
- )
- GLSL IR for linked fragment program 1:
- (
- (declare (uniform ) sampler2D sampler)
- (declare (uniform ) vec4 modulation)
- (declare (uniform ) float saturation)
- (declare (shader_in ) vec4 packed:varyingTexCoords)
- (declare () vec2 varyingTexCoords)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (swiz xy (var_ref packed:varyingTexCoords) ))
- (declare () vec4 tex)
- (declare (temporary ) vec4 texture_retval)
- (assign (xyzw) (var_ref texture_retval) (tex vec4 (var_ref sampler) (var_ref varyingTexCoords) 0 1 () ))
- (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
- (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
- (assign (xyz) (var_ref tex) (expression vec3 lrp (swiz xxx (expression float dot (constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )) )(swiz xyz (var_ref texture_retval) )(var_ref saturation) ) )
- )
- ())
- (declare (temporary ) vec4 assignment_tmp)
- (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
- (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
- (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
- ))
- )
- )
- GLSL vertex shader 0 source for linked program 1:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- // offset of the window/texture to be rendered
- uniform vec2 offset;
- in vec4 vertex;
- in vec2 texCoord;
- out vec2 varyingTexCoords;
- void main()
- {
- varyingTexCoords = texCoord;
- gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
- }
- GLSL fragment shader 1 source for linked program 1:
- #version 300 es
- precision highp float;
- uniform sampler2D sampler;
- uniform vec4 modulation;
- uniform float saturation;
- in vec2 varyingTexCoords;
- out vec4 fragColor;
- void main()
- {
- vec4 tex = texture(sampler, varyingTexCoords);
- if (saturation != 1.0) {
- tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
- }
- tex *= modulation;
- #ifdef KWIN_SHADER_DEBUG
- tex.g = min(tex.g + 0.5, 1.0);
- #endif
- fragColor = tex;
- }
- GLSL source for vertex shader 5:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- uniform mat4 modelview;
- uniform mat4 screenTransformation;
- uniform mat4 windowTransformation;
- in vec4 vertex;
- in vec2 texCoord;
- out vec2 varyingTexCoords;
- void main()
- {
- varyingTexCoords = texCoord;
- gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
- }
- GLSL IR for shader 5:
- (
- (declare (sys ) int gl_InstanceID)
- (declare (sys ) int gl_VertexID)
- (declare (shader_out ) float gl_PointSize)
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) mat4 modelview)
- (declare (uniform ) mat4 screenTransformation)
- (declare (uniform ) mat4 windowTransformation)
- (declare (shader_in ) vec4 vertex)
- (declare (shader_in ) vec2 texCoord)
- (declare (shader_out ) vec2 varyingTexCoords)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (expression mat4 * (var_ref projection) (expression mat4 * (expression mat4 * (var_ref modelview) (var_ref screenTransformation) ) (var_ref windowTransformation) ) ) (var_ref vertex) ) )
- ))
- )
- )
- GLSL source for fragment shader 6:
- #version 300 es
- precision highp float;
- uniform sampler2D sampler;
- uniform vec4 modulation;
- uniform float saturation;
- in vec2 varyingTexCoords;
- out vec4 fragColor;
- void main()
- {
- vec4 tex = texture(sampler, varyingTexCoords);
- if (saturation != 1.0) {
- tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
- }
- tex *= modulation;
- #ifdef KWIN_SHADER_DEBUG
- tex.g = min(tex.g + 0.5, 1.0);
- #endif
- fragColor = tex;
- }
- GLSL IR for shader 6:
- (
- (declare (shader_out ) float gl_FragDepth)
- (declare (shader_in ) vec2 gl_PointCoord)
- (declare (shader_in ) bool gl_FrontFacing)
- (declare (shader_in ) vec4 gl_FragCoord)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) sampler2D sampler)
- (declare (uniform ) vec4 modulation)
- (declare (uniform ) float saturation)
- (declare (shader_in ) vec2 varyingTexCoords)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (declare () vec4 tex)
- (declare (temporary ) vec4 texture_retval)
- (call texture (var_ref texture_retval) ((var_ref sampler) (var_ref varyingTexCoords) ))
- (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
- (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
- (declare (temporary ) float dot_retval)
- (call dot (var_ref dot_retval) ((constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )))
- (declare (temporary ) vec3 mix_retval)
- (call mix (var_ref mix_retval) ((swiz xxx (var_ref dot_retval) )(swiz xyz (var_ref tex) )(var_ref saturation) ))
- (assign (xyz) (var_ref tex) (var_ref mix_retval) )
- )
- ())
- (declare (temporary ) vec4 assignment_tmp)
- (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
- (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
- (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
- ))
- )
- (function texture
- (signature vec4
- (parameters
- (declare (in ) sampler2D sampler)
- (declare (in ) vec2 P)
- )
- (
- ))
- )
- (function dot
- (signature float
- (parameters
- (declare (in ) vec3 arg0)
- (declare (in ) vec3 arg1)
- )
- (
- ))
- )
- (function mix
- (signature vec3
- (parameters
- (declare (in ) vec3 arg0)
- (declare (in ) vec3 arg1)
- (declare (in ) float arg2)
- )
- (
- ))
- )
- )
- GLSL IR for linked vertex program 4:
- (
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) mat4 modelview)
- (declare (uniform ) mat4 screenTransformation)
- (declare (uniform ) mat4 windowTransformation)
- (declare (shader_in ) vec4 vertex)
- (declare (shader_in ) vec2 texCoord)
- (declare (shader_out ) vec4 packed:varyingTexCoords)
- (declare () vec2 varyingTexCoords)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (expression mat4 * (var_ref projection) (expression mat4 * (expression mat4 * (var_ref modelview) (var_ref screenTransformation) ) (var_ref windowTransformation) ) ) (var_ref vertex) ) )
- (assign (xy) (var_ref packed:varyingTexCoords) (swiz xy (swiz xy (var_ref varyingTexCoords) )))
- ))
- )
- )
- GLSL IR for linked fragment program 4:
- (
- (declare (uniform ) sampler2D sampler)
- (declare (uniform ) vec4 modulation)
- (declare (uniform ) float saturation)
- (declare (shader_in ) vec4 packed:varyingTexCoords)
- (declare () vec2 varyingTexCoords)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xy) (var_ref varyingTexCoords) (swiz xy (var_ref packed:varyingTexCoords) ))
- (declare () vec4 tex)
- (declare (temporary ) vec4 texture_retval)
- (assign (xyzw) (var_ref texture_retval) (tex vec4 (var_ref sampler) (var_ref varyingTexCoords) 0 1 () ))
- (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
- (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
- (assign (xyz) (var_ref tex) (expression vec3 lrp (swiz xxx (expression float dot (constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )) )(swiz xyz (var_ref texture_retval) )(var_ref saturation) ) )
- )
- ())
- (declare (temporary ) vec4 assignment_tmp)
- (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
- (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
- (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
- ))
- )
- )
- GLSL vertex shader 0 source for linked program 4:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- uniform mat4 modelview;
- uniform mat4 screenTransformation;
- uniform mat4 windowTransformation;
- in vec4 vertex;
- in vec2 texCoord;
- out vec2 varyingTexCoords;
- void main()
- {
- varyingTexCoords = texCoord;
- gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
- }
- GLSL fragment shader 1 source for linked program 4:
- #version 300 es
- precision highp float;
- uniform sampler2D sampler;
- uniform vec4 modulation;
- uniform float saturation;
- in vec2 varyingTexCoords;
- out vec4 fragColor;
- void main()
- {
- vec4 tex = texture(sampler, varyingTexCoords);
- if (saturation != 1.0) {
- tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
- }
- tex *= modulation;
- #ifdef KWIN_SHADER_DEBUG
- tex.g = min(tex.g + 0.5, 1.0);
- #endif
- fragColor = tex;
- }
- GLSL source for vertex shader 8:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- // offset of the window/texture to be rendered
- uniform vec2 offset;
- in vec4 vertex;
- void main()
- {
- gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
- }
- GLSL IR for shader 8:
- (
- (declare (sys ) int gl_InstanceID)
- (declare (sys ) int gl_VertexID)
- (declare (shader_out ) float gl_PointSize)
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) vec2 offset)
- (declare (shader_in ) vec4 vertex)
- (function main
- (signature void
- (parameters
- )
- (
- (declare (temporary ) vec4 vec_ctor)
- (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
- (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
- ))
- )
- )
- GLSL source for fragment shader 9:
- #version 300 es
- precision highp float;
- uniform vec4 geometryColor;
- out vec4 fragColor;
- void main()
- {
- fragColor = geometryColor;
- }
- GLSL IR for shader 9:
- (
- (declare (shader_out ) float gl_FragDepth)
- (declare (shader_in ) vec2 gl_PointCoord)
- (declare (shader_in ) bool gl_FrontFacing)
- (declare (shader_in ) vec4 gl_FragCoord)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxProgramTexelOffset)
- (declare () int gl_MinProgramTexelOffset)
- (declare () int gl_MaxFragmentInputVectors)
- (declare () int gl_MaxVertexOutputVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) vec4 geometryColor)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xyzw) (var_ref fragColor) (var_ref geometryColor) )
- ))
- )
- )
- GLSL IR for linked vertex program 7:
- (
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) mat4 projection)
- (declare (uniform ) vec2 offset)
- (declare (shader_in ) vec4 vertex)
- (function main
- (signature void
- (parameters
- )
- (
- (declare (temporary ) vec4 vec_ctor)
- (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
- (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
- ))
- )
- )
- GLSL IR for linked fragment program 7:
- (
- (declare (uniform ) vec4 geometryColor)
- (declare (shader_out ) vec4 fragColor)
- (function main
- (signature void
- (parameters
- )
- (
- (assign (xyzw) (var_ref fragColor) (var_ref geometryColor) )
- ))
- )
- )
- GLSL vertex shader 0 source for linked program 7:
- #version 300 es
- precision highp float;
- uniform mat4 projection;
- // offset of the window/texture to be rendered
- uniform vec2 offset;
- in vec4 vertex;
- void main()
- {
- gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
- }
- GLSL fragment shader 1 source for linked program 7:
- #version 300 es
- precision highp float;
- uniform vec4 geometryColorQCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
- QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
- ;
- out vec4 fragColor;
- void main()
- {
- fragColor = geometryColor;
- }
- GLSL source for vertex shader 11:
- uniform mat4 modelViewProjectionMatrix;
- uniform mat4 textureMatrix;
- uniform vec2 pixelSize;
- attribute vec4 vertex;
- varying vec4 samplePos[7];
- void main(void)
- {
- vec4 center = vec4(textureMatrix * vertex).stst;
- vec4 ps = pixelSize.stst;
- samplePos[0] = center + ps * vec4(-11.3777, -11.3777, -9.39835, -9.39835);
- samplePos[1] = center + ps * vec4(-7.41933, -7.41933, -5.4406, -5.4406);
- samplePos[2] = center + ps * vec4(-3.4621, -3.4621, -1.48373, -1.48373);
- samplePos[3] = center + ps * vec4(0, 0, 1.48373, 1.48373);
- samplePos[4] = center + ps * vec4(3.4621, 3.4621, 5.4406, 5.4406);
- samplePos[5] = center + ps * vec4(7.41933, 7.41933, 9.39835, 9.39835);
- samplePos[6] = center + ps * vec4(11.3777, 11.3777, 0, 0);
- gl_Position = modelViewProjectionMatrix * vertex;
- }
- GLSL IR for shader 11:
- (
- (declare (shader_out ) float gl_PointSize)
- (declare (shader_out ) vec4 gl_Position)
- (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
- (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
- (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
- (declare () int gl_MaxVaryingVectors)
- (declare () int gl_MaxFragmentUniformVectors)
- (declare () int gl_MaxVertexUniformVectors)
- (declare () int gl_MaxDrawBuffers)
- (declare () int gl_MaxTextureImageUnits)
- (declare () int gl_MaxCombinedTextureImageUnits)
- (declare () int gl_MaxVertexTextureImageUnits)
- (declare () int gl_MaxVertexAttribs)
- (declare (uniform ) mat4 modelViewProjectionMatrix)
- (declare (uniform ) mat4 textureMatrix)
- (declare (uniform ) vec2 pixelSize)
- (declare (shader_in ) vec4 vertex)
- (declare (shader_out ) (array vec4 7) samplePos)
- (function main
- (signature void
- (parameters
- )
- (
- (declare (temporary ) vec4 vec_ctor)
- (assign (xyzw) (var_ref vec_ctor) (expression vec4 * (var_ref textureMatrix) (var_ref vertex) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (0)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (-11,377700 -11,377700 -9,398350 -9,398350)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (1)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (-7,419330 -7,419330 -5,440600 -5,440600)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (2)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (-3,462100 -3,462100 -1,483730 -1,483730)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (3)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (0,000000 0,000000 1,483730 1,483730)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (4)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (3,462100 3,462100 5,440600 5,440600)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (5)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (7,419330 7,419330 9,398350 9,398350)) ) ) )
- (assign (xyzw) (array_ref (var_ref samplePos) (constant int (6)) ) (expression vec4 + (swiz xyxy (var_ref vec_ctor) )(expression vec4 * (swiz xyxy (var_ref pixelSize) )(constant vec4 (11,377700 11,377700 0,000000 0,000000)) ) ) )
- (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref modelViewProjectionMatrix) (var_ref vertex) ) )
- ))
- )
- )
- GLSL source for fragment shader 12:
- uniform sampler2D texUnit;
- varying vec4 samplePos[7];
- const float kernel0 = 0.00975581;
- const float kernel1 = 0.0240371;
- const float kernel2 = 0.0498756;
- const float kernel3 = 0.0871549;
- const float kernel4 = 0.128264;
- const float kernel5 = 0.158975;
- const float kernel6 = 0.0838kwin(2556): Failed to compile fragment shader:
- "0:2(14): error: no precision specified this scope for type `vec4'
- 0:4(13): error: no precision specified this scope for type `float'
- 0:5(13): error: no precision specified this scope for type `float'
- 0:6(13): error: no precision specified this scope for type `float'
- 0:7(13): error: no precision specified this scope for type `float'
- 0:8(13): error: no precision specified this scope for type `float'
- 0:9(13): error: no precision specified this scope for type `float'
- 0:10(13): error: no precision specified this scope for type `float'
- 0:14(7): error: no precision specified this scope for type `vec4'
- kwin(2556): Failed to link shader:
- "error: program lacks a fragment shader
- kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
- kwin(2556): Update of color profiles failed
- kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
- kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
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