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Sep 4th, 2013
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  1. QDBusConnection: session D-Bus connection created before QCoreApplication. Application may misbehave.
  2. QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
  3. QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
  4. libEGL warning: failed to create a pipe screen for i965
  5. OpenGL vendor string: Intel Open Source Technology Center
  6. OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
  7. OpenGL version string: OpenGL ES 3.0 Mesa 9.2.0
  8. OpenGL shading language version string: OpenGL ES GLSL ES 3.0
  9. Driver: Intel
  10. GPU class: IvyBridge
  11. OpenGL version: 3.0
  12. GLSL version: 3.0
  13. Mesa version: 9.2
  14. X server version: 1.14.2
  15. Linux kernel version: 3.10.1
  16. Direct rendering: yes
  17. Requires strict binding: no
  18. GLSL shaders: yes
  19. Texture NPOT support: yes
  20. Virtual Machine: no
  21. GLSL source for vertex shader 2:
  22. #version 300 es
  23.  
  24. precision highp float;
  25.  
  26.  
  27. uniform mat4 projection;
  28.  
  29. // offset of the window/texture to be rendered
  30. uniform vec2 offset;
  31.  
  32. in vec4 vertex;
  33. in vec2 texCoord;
  34.  
  35. out vec2 varyingTexCoords;
  36.  
  37. void main()
  38. {
  39. varyingTexCoords = texCoord;
  40. gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
  41. }
  42.  
  43. GLSL IR for shader 2:
  44. (
  45. (declare (sys ) int gl_InstanceID)
  46. (declare (sys ) int gl_VertexID)
  47. (declare (shader_out ) float gl_PointSize)
  48. (declare (shader_out ) vec4 gl_Position)
  49. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  50. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  51. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  52. (declare () int gl_MaxProgramTexelOffset)
  53. (declare () int gl_MinProgramTexelOffset)
  54. (declare () int gl_MaxFragmentInputVectors)
  55. (declare () int gl_MaxVertexOutputVectors)
  56. (declare () int gl_MaxFragmentUniformVectors)
  57. (declare () int gl_MaxVertexUniformVectors)
  58. (declare () int gl_MaxDrawBuffers)
  59. (declare () int gl_MaxTextureImageUnits)
  60. (declare () int gl_MaxCombinedTextureImageUnits)
  61. (declare () int gl_MaxVertexTextureImageUnits)
  62. (declare () int gl_MaxVertexAttribs)
  63. (declare (uniform ) mat4 projection)
  64. (declare (uniform ) vec2 offset)
  65. (declare (shader_in ) vec4 vertex)
  66. (declare (shader_in ) vec2 texCoord)
  67. (declare (shader_out ) vec2 varyingTexCoords)
  68. (function main
  69. (signature void
  70. (parameters
  71. )
  72. (
  73. (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
  74. (declare (temporary ) vec4 vec_ctor)
  75. (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
  76. (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
  77. (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
  78. ))
  79.  
  80. )
  81.  
  82.  
  83. )
  84.  
  85. GLSL source for fragment shader 3:
  86. #version 300 es
  87.  
  88. precision highp float;
  89.  
  90.  
  91. uniform sampler2D sampler;
  92. uniform vec4 modulation;
  93. uniform float saturation;
  94.  
  95. in vec2 varyingTexCoords;
  96.  
  97. out vec4 fragColor;
  98.  
  99. void main()
  100. {
  101. vec4 tex = texture(sampler, varyingTexCoords);
  102.  
  103. if (saturation != 1.0) {
  104. tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
  105. }
  106.  
  107. tex *= modulation;
  108.  
  109. #ifdef KWIN_SHADER_DEBUG
  110. tex.g = min(tex.g + 0.5, 1.0);
  111. #endif
  112.  
  113. fragColor = tex;
  114. }
  115.  
  116. GLSL IR for shader 3:
  117. (
  118. (declare (shader_out ) float gl_FragDepth)
  119. (declare (shader_in ) vec2 gl_PointCoord)
  120. (declare (shader_in ) bool gl_FrontFacing)
  121. (declare (shader_in ) vec4 gl_FragCoord)
  122. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  123. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  124. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  125. (declare () int gl_MaxProgramTexelOffset)
  126. (declare () int gl_MinProgramTexelOffset)
  127. (declare () int gl_MaxFragmentInputVectors)
  128. (declare () int gl_MaxVertexOutputVectors)
  129. (declare () int gl_MaxFragmentUniformVectors)
  130. (declare () int gl_MaxVertexUniformVectors)
  131. (declare () int gl_MaxDrawBuffers)
  132. (declare () int gl_MaxTextureImageUnits)
  133. (declare () int gl_MaxCombinedTextureImageUnits)
  134. (declare () int gl_MaxVertexTextureImageUnits)
  135. (declare () int gl_MaxVertexAttribs)
  136. (declare (uniform ) sampler2D sampler)
  137. (declare (uniform ) vec4 modulation)
  138. (declare (uniform ) float saturation)
  139. (declare (shader_in ) vec2 varyingTexCoords)
  140. (declare (shader_out ) vec4 fragColor)
  141. (function main
  142. (signature void
  143. (parameters
  144. )
  145. (
  146. (declare () vec4 tex)
  147. (declare (temporary ) vec4 texture_retval)
  148. (call texture (var_ref texture_retval) ((var_ref sampler) (var_ref varyingTexCoords) ))
  149.  
  150. (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
  151. (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
  152. (declare (temporary ) float dot_retval)
  153. (call dot (var_ref dot_retval) ((constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )))
  154.  
  155. (declare (temporary ) vec3 mix_retval)
  156. (call mix (var_ref mix_retval) ((swiz xxx (var_ref dot_retval) )(swiz xyz (var_ref tex) )(var_ref saturation) ))
  157.  
  158. (assign (xyz) (var_ref tex) (var_ref mix_retval) )
  159. )
  160. ())
  161.  
  162. (declare (temporary ) vec4 assignment_tmp)
  163. (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
  164. (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
  165. (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
  166. ))
  167.  
  168. )
  169.  
  170. (function texture
  171. (signature vec4
  172. (parameters
  173. (declare (in ) sampler2D sampler)
  174. (declare (in ) vec2 P)
  175. )
  176. (
  177. ))
  178.  
  179. )
  180.  
  181. (function dot
  182. (signature float
  183. (parameters
  184. (declare (in ) vec3 arg0)
  185. (declare (in ) vec3 arg1)
  186. )
  187. (
  188. ))
  189.  
  190. )
  191.  
  192. (function mix
  193. (signature vec3
  194. (parameters
  195. (declare (in ) vec3 arg0)
  196. (declare (in ) vec3 arg1)
  197. (declare (in ) float arg2)
  198. )
  199. (
  200. ))
  201.  
  202. )
  203.  
  204.  
  205. )
  206.  
  207.  
  208. GLSL IR for linked vertex program 1:
  209. (
  210. (declare (shader_out ) vec4 gl_Position)
  211. (declare (uniform ) mat4 projection)
  212. (declare (uniform ) vec2 offset)
  213. (declare (shader_in ) vec4 vertex)
  214. (declare (shader_in ) vec2 texCoord)
  215. (declare (shader_out ) vec4 packed:varyingTexCoords)
  216. (declare () vec2 varyingTexCoords)
  217. (function main
  218. (signature void
  219. (parameters
  220. )
  221. (
  222. (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
  223. (declare (temporary ) vec4 vec_ctor)
  224. (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
  225. (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
  226. (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
  227. (assign (xy) (var_ref packed:varyingTexCoords) (swiz xy (swiz xy (var_ref varyingTexCoords) )))
  228. ))
  229.  
  230. )
  231.  
  232.  
  233. )
  234.  
  235. GLSL IR for linked fragment program 1:
  236. (
  237. (declare (uniform ) sampler2D sampler)
  238. (declare (uniform ) vec4 modulation)
  239. (declare (uniform ) float saturation)
  240. (declare (shader_in ) vec4 packed:varyingTexCoords)
  241. (declare () vec2 varyingTexCoords)
  242. (declare (shader_out ) vec4 fragColor)
  243. (function main
  244. (signature void
  245. (parameters
  246. )
  247. (
  248. (assign (xy) (var_ref varyingTexCoords) (swiz xy (var_ref packed:varyingTexCoords) ))
  249. (declare () vec4 tex)
  250. (declare (temporary ) vec4 texture_retval)
  251. (assign (xyzw) (var_ref texture_retval) (tex vec4 (var_ref sampler) (var_ref varyingTexCoords) 0 1 () ))
  252. (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
  253. (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
  254. (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) ) )
  255. )
  256. ())
  257.  
  258. (declare (temporary ) vec4 assignment_tmp)
  259. (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
  260. (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
  261. (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
  262. ))
  263.  
  264. )
  265.  
  266.  
  267. )
  268. GLSL vertex shader 0 source for linked program 1:
  269. #version 300 es
  270.  
  271. precision highp float;
  272.  
  273.  
  274. uniform mat4 projection;
  275.  
  276. // offset of the window/texture to be rendered
  277. uniform vec2 offset;
  278.  
  279. in vec4 vertex;
  280. in vec2 texCoord;
  281.  
  282. out vec2 varyingTexCoords;
  283.  
  284. void main()
  285. {
  286. varyingTexCoords = texCoord;
  287. gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
  288. }
  289.  
  290. GLSL fragment shader 1 source for linked program 1:
  291. #version 300 es
  292.  
  293. precision highp float;
  294.  
  295.  
  296. uniform sampler2D sampler;
  297. uniform vec4 modulation;
  298. uniform float saturation;
  299.  
  300. in vec2 varyingTexCoords;
  301.  
  302. out vec4 fragColor;
  303.  
  304. void main()
  305. {
  306. vec4 tex = texture(sampler, varyingTexCoords);
  307.  
  308. if (saturation != 1.0) {
  309. tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
  310. }
  311.  
  312. tex *= modulation;
  313.  
  314. #ifdef KWIN_SHADER_DEBUG
  315. tex.g = min(tex.g + 0.5, 1.0);
  316. #endif
  317.  
  318. fragColor = tex;
  319. }
  320.  
  321. GLSL source for vertex shader 5:
  322. #version 300 es
  323.  
  324. precision highp float;
  325.  
  326.  
  327. uniform mat4 projection;
  328. uniform mat4 modelview;
  329. uniform mat4 screenTransformation;
  330. uniform mat4 windowTransformation;
  331.  
  332. in vec4 vertex;
  333. in vec2 texCoord;
  334.  
  335. out vec2 varyingTexCoords;
  336.  
  337. void main()
  338. {
  339. varyingTexCoords = texCoord;
  340. gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
  341. }
  342.  
  343. GLSL IR for shader 5:
  344. (
  345. (declare (sys ) int gl_InstanceID)
  346. (declare (sys ) int gl_VertexID)
  347. (declare (shader_out ) float gl_PointSize)
  348. (declare (shader_out ) vec4 gl_Position)
  349. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  350. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  351. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  352. (declare () int gl_MaxProgramTexelOffset)
  353. (declare () int gl_MinProgramTexelOffset)
  354. (declare () int gl_MaxFragmentInputVectors)
  355. (declare () int gl_MaxVertexOutputVectors)
  356. (declare () int gl_MaxFragmentUniformVectors)
  357. (declare () int gl_MaxVertexUniformVectors)
  358. (declare () int gl_MaxDrawBuffers)
  359. (declare () int gl_MaxTextureImageUnits)
  360. (declare () int gl_MaxCombinedTextureImageUnits)
  361. (declare () int gl_MaxVertexTextureImageUnits)
  362. (declare () int gl_MaxVertexAttribs)
  363. (declare (uniform ) mat4 projection)
  364. (declare (uniform ) mat4 modelview)
  365. (declare (uniform ) mat4 screenTransformation)
  366. (declare (uniform ) mat4 windowTransformation)
  367. (declare (shader_in ) vec4 vertex)
  368. (declare (shader_in ) vec2 texCoord)
  369. (declare (shader_out ) vec2 varyingTexCoords)
  370. (function main
  371. (signature void
  372. (parameters
  373. )
  374. (
  375. (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
  376. (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) ) )
  377. ))
  378.  
  379. )
  380.  
  381.  
  382. )
  383.  
  384. GLSL source for fragment shader 6:
  385. #version 300 es
  386.  
  387. precision highp float;
  388.  
  389.  
  390. uniform sampler2D sampler;
  391. uniform vec4 modulation;
  392. uniform float saturation;
  393.  
  394. in vec2 varyingTexCoords;
  395.  
  396. out vec4 fragColor;
  397.  
  398. void main()
  399. {
  400. vec4 tex = texture(sampler, varyingTexCoords);
  401.  
  402. if (saturation != 1.0) {
  403. tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
  404. }
  405.  
  406. tex *= modulation;
  407.  
  408. #ifdef KWIN_SHADER_DEBUG
  409. tex.g = min(tex.g + 0.5, 1.0);
  410. #endif
  411.  
  412. fragColor = tex;
  413. }
  414.  
  415. GLSL IR for shader 6:
  416. (
  417. (declare (shader_out ) float gl_FragDepth)
  418. (declare (shader_in ) vec2 gl_PointCoord)
  419. (declare (shader_in ) bool gl_FrontFacing)
  420. (declare (shader_in ) vec4 gl_FragCoord)
  421. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  422. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  423. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  424. (declare () int gl_MaxProgramTexelOffset)
  425. (declare () int gl_MinProgramTexelOffset)
  426. (declare () int gl_MaxFragmentInputVectors)
  427. (declare () int gl_MaxVertexOutputVectors)
  428. (declare () int gl_MaxFragmentUniformVectors)
  429. (declare () int gl_MaxVertexUniformVectors)
  430. (declare () int gl_MaxDrawBuffers)
  431. (declare () int gl_MaxTextureImageUnits)
  432. (declare () int gl_MaxCombinedTextureImageUnits)
  433. (declare () int gl_MaxVertexTextureImageUnits)
  434. (declare () int gl_MaxVertexAttribs)
  435. (declare (uniform ) sampler2D sampler)
  436. (declare (uniform ) vec4 modulation)
  437. (declare (uniform ) float saturation)
  438. (declare (shader_in ) vec2 varyingTexCoords)
  439. (declare (shader_out ) vec4 fragColor)
  440. (function main
  441. (signature void
  442. (parameters
  443. )
  444. (
  445. (declare () vec4 tex)
  446. (declare (temporary ) vec4 texture_retval)
  447. (call texture (var_ref texture_retval) ((var_ref sampler) (var_ref varyingTexCoords) ))
  448.  
  449. (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
  450. (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
  451. (declare (temporary ) float dot_retval)
  452. (call dot (var_ref dot_retval) ((constant vec3 (0,300000 0,590000 0,110000)) (swiz xyz (var_ref texture_retval) )))
  453.  
  454. (declare (temporary ) vec3 mix_retval)
  455. (call mix (var_ref mix_retval) ((swiz xxx (var_ref dot_retval) )(swiz xyz (var_ref tex) )(var_ref saturation) ))
  456.  
  457. (assign (xyz) (var_ref tex) (var_ref mix_retval) )
  458. )
  459. ())
  460.  
  461. (declare (temporary ) vec4 assignment_tmp)
  462. (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
  463. (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
  464. (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
  465. ))
  466.  
  467. )
  468.  
  469. (function texture
  470. (signature vec4
  471. (parameters
  472. (declare (in ) sampler2D sampler)
  473. (declare (in ) vec2 P)
  474. )
  475. (
  476. ))
  477.  
  478. )
  479.  
  480. (function dot
  481. (signature float
  482. (parameters
  483. (declare (in ) vec3 arg0)
  484. (declare (in ) vec3 arg1)
  485. )
  486. (
  487. ))
  488.  
  489. )
  490.  
  491. (function mix
  492. (signature vec3
  493. (parameters
  494. (declare (in ) vec3 arg0)
  495. (declare (in ) vec3 arg1)
  496. (declare (in ) float arg2)
  497. )
  498. (
  499. ))
  500.  
  501. )
  502.  
  503.  
  504. )
  505.  
  506.  
  507. GLSL IR for linked vertex program 4:
  508. (
  509. (declare (shader_out ) vec4 gl_Position)
  510. (declare (uniform ) mat4 projection)
  511. (declare (uniform ) mat4 modelview)
  512. (declare (uniform ) mat4 screenTransformation)
  513. (declare (uniform ) mat4 windowTransformation)
  514. (declare (shader_in ) vec4 vertex)
  515. (declare (shader_in ) vec2 texCoord)
  516. (declare (shader_out ) vec4 packed:varyingTexCoords)
  517. (declare () vec2 varyingTexCoords)
  518. (function main
  519. (signature void
  520. (parameters
  521. )
  522. (
  523. (assign (xy) (var_ref varyingTexCoords) (var_ref texCoord) )
  524. (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) ) )
  525. (assign (xy) (var_ref packed:varyingTexCoords) (swiz xy (swiz xy (var_ref varyingTexCoords) )))
  526. ))
  527.  
  528. )
  529.  
  530.  
  531. )
  532.  
  533. GLSL IR for linked fragment program 4:
  534. (
  535. (declare (uniform ) sampler2D sampler)
  536. (declare (uniform ) vec4 modulation)
  537. (declare (uniform ) float saturation)
  538. (declare (shader_in ) vec4 packed:varyingTexCoords)
  539. (declare () vec2 varyingTexCoords)
  540. (declare (shader_out ) vec4 fragColor)
  541. (function main
  542. (signature void
  543. (parameters
  544. )
  545. (
  546. (assign (xy) (var_ref varyingTexCoords) (swiz xy (var_ref packed:varyingTexCoords) ))
  547. (declare () vec4 tex)
  548. (declare (temporary ) vec4 texture_retval)
  549. (assign (xyzw) (var_ref texture_retval) (tex vec4 (var_ref sampler) (var_ref varyingTexCoords) 0 1 () ))
  550. (assign (xyzw) (var_ref tex) (var_ref texture_retval) )
  551. (if (expression bool any_nequal (var_ref saturation) (constant float (1,000000)) ) (
  552. (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) ) )
  553. )
  554. ())
  555.  
  556. (declare (temporary ) vec4 assignment_tmp)
  557. (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref tex) (var_ref modulation) ) )
  558. (assign (xyzw) (var_ref tex) (var_ref assignment_tmp) )
  559. (assign (xyzw) (var_ref fragColor) (var_ref assignment_tmp) )
  560. ))
  561.  
  562. )
  563.  
  564.  
  565. )
  566. GLSL vertex shader 0 source for linked program 4:
  567. #version 300 es
  568.  
  569. precision highp float;
  570.  
  571.  
  572. uniform mat4 projection;
  573. uniform mat4 modelview;
  574. uniform mat4 screenTransformation;
  575. uniform mat4 windowTransformation;
  576.  
  577. in vec4 vertex;
  578. in vec2 texCoord;
  579.  
  580. out vec2 varyingTexCoords;
  581.  
  582. void main()
  583. {
  584. varyingTexCoords = texCoord;
  585. gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
  586. }
  587.  
  588. GLSL fragment shader 1 source for linked program 4:
  589. #version 300 es
  590.  
  591. precision highp float;
  592.  
  593.  
  594. uniform sampler2D sampler;
  595. uniform vec4 modulation;
  596. uniform float saturation;
  597.  
  598. in vec2 varyingTexCoords;
  599.  
  600. out vec4 fragColor;
  601.  
  602. void main()
  603. {
  604. vec4 tex = texture(sampler, varyingTexCoords);
  605.  
  606. if (saturation != 1.0) {
  607. tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
  608. }
  609.  
  610. tex *= modulation;
  611.  
  612. #ifdef KWIN_SHADER_DEBUG
  613. tex.g = min(tex.g + 0.5, 1.0);
  614. #endif
  615.  
  616. fragColor = tex;
  617. }
  618.  
  619. GLSL source for vertex shader 8:
  620. #version 300 es
  621.  
  622. precision highp float;
  623.  
  624.  
  625. uniform mat4 projection;
  626.  
  627. // offset of the window/texture to be rendered
  628. uniform vec2 offset;
  629.  
  630. in vec4 vertex;
  631.  
  632. void main()
  633. {
  634. gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
  635. }
  636.  
  637. GLSL IR for shader 8:
  638. (
  639. (declare (sys ) int gl_InstanceID)
  640. (declare (sys ) int gl_VertexID)
  641. (declare (shader_out ) float gl_PointSize)
  642. (declare (shader_out ) vec4 gl_Position)
  643. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  644. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  645. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  646. (declare () int gl_MaxProgramTexelOffset)
  647. (declare () int gl_MinProgramTexelOffset)
  648. (declare () int gl_MaxFragmentInputVectors)
  649. (declare () int gl_MaxVertexOutputVectors)
  650. (declare () int gl_MaxFragmentUniformVectors)
  651. (declare () int gl_MaxVertexUniformVectors)
  652. (declare () int gl_MaxDrawBuffers)
  653. (declare () int gl_MaxTextureImageUnits)
  654. (declare () int gl_MaxCombinedTextureImageUnits)
  655. (declare () int gl_MaxVertexTextureImageUnits)
  656. (declare () int gl_MaxVertexAttribs)
  657. (declare (uniform ) mat4 projection)
  658. (declare (uniform ) vec2 offset)
  659. (declare (shader_in ) vec4 vertex)
  660. (function main
  661. (signature void
  662. (parameters
  663. )
  664. (
  665. (declare (temporary ) vec4 vec_ctor)
  666. (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
  667. (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
  668. (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
  669. ))
  670.  
  671. )
  672.  
  673.  
  674. )
  675.  
  676. GLSL source for fragment shader 9:
  677. #version 300 es
  678.  
  679. precision highp float;
  680.  
  681.  
  682. uniform vec4 geometryColor;
  683.  
  684. out vec4 fragColor;
  685.  
  686. void main()
  687. {
  688. fragColor = geometryColor;
  689. }
  690.  
  691. GLSL IR for shader 9:
  692. (
  693. (declare (shader_out ) float gl_FragDepth)
  694. (declare (shader_in ) vec2 gl_PointCoord)
  695. (declare (shader_in ) bool gl_FrontFacing)
  696. (declare (shader_in ) vec4 gl_FragCoord)
  697. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  698. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  699. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  700. (declare () int gl_MaxProgramTexelOffset)
  701. (declare () int gl_MinProgramTexelOffset)
  702. (declare () int gl_MaxFragmentInputVectors)
  703. (declare () int gl_MaxVertexOutputVectors)
  704. (declare () int gl_MaxFragmentUniformVectors)
  705. (declare () int gl_MaxVertexUniformVectors)
  706. (declare () int gl_MaxDrawBuffers)
  707. (declare () int gl_MaxTextureImageUnits)
  708. (declare () int gl_MaxCombinedTextureImageUnits)
  709. (declare () int gl_MaxVertexTextureImageUnits)
  710. (declare () int gl_MaxVertexAttribs)
  711. (declare (uniform ) vec4 geometryColor)
  712. (declare (shader_out ) vec4 fragColor)
  713. (function main
  714. (signature void
  715. (parameters
  716. )
  717. (
  718. (assign (xyzw) (var_ref fragColor) (var_ref geometryColor) )
  719. ))
  720.  
  721. )
  722.  
  723.  
  724. )
  725.  
  726.  
  727. GLSL IR for linked vertex program 7:
  728. (
  729. (declare (shader_out ) vec4 gl_Position)
  730. (declare (uniform ) mat4 projection)
  731. (declare (uniform ) vec2 offset)
  732. (declare (shader_in ) vec4 vertex)
  733. (function main
  734. (signature void
  735. (parameters
  736. )
  737. (
  738. (declare (temporary ) vec4 vec_ctor)
  739. (assign (xy) (var_ref vec_ctor) (expression vec2 + (swiz xy (var_ref vertex) )(var_ref offset) ) )
  740. (assign (zw) (var_ref vec_ctor) (swiz zw (var_ref vertex) ))
  741. (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref projection) (var_ref vec_ctor) ) )
  742. ))
  743.  
  744. )
  745.  
  746.  
  747. )
  748.  
  749. GLSL IR for linked fragment program 7:
  750. (
  751. (declare (uniform ) vec4 geometryColor)
  752. (declare (shader_out ) vec4 fragColor)
  753. (function main
  754. (signature void
  755. (parameters
  756. )
  757. (
  758. (assign (xyzw) (var_ref fragColor) (var_ref geometryColor) )
  759. ))
  760.  
  761. )
  762.  
  763.  
  764. )
  765. GLSL vertex shader 0 source for linked program 7:
  766. #version 300 es
  767.  
  768. precision highp float;
  769.  
  770.  
  771. uniform mat4 projection;
  772.  
  773. // offset of the window/texture to be rendered
  774. uniform vec2 offset;
  775.  
  776. in vec4 vertex;
  777.  
  778. void main()
  779. {
  780. gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
  781. }
  782.  
  783. GLSL fragment shader 1 source for linked program 7:
  784. #version 300 es
  785.  
  786. precision highp float;
  787.  
  788.  
  789. uniform vec4 geometryColorQCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
  790. QCoreApplication::sendPostedEvents: Cannot send posted events for objects in another thread
  791. ;
  792.  
  793. out vec4 fragColor;
  794.  
  795. void main()
  796. {
  797. fragColor = geometryColor;
  798. }
  799.  
  800. GLSL source for vertex shader 11:
  801. uniform mat4 modelViewProjectionMatrix;
  802. uniform mat4 textureMatrix;
  803. uniform vec2 pixelSize;
  804.  
  805. attribute vec4 vertex;
  806.  
  807. varying vec4 samplePos[7];
  808.  
  809. void main(void)
  810. {
  811. vec4 center = vec4(textureMatrix * vertex).stst;
  812. vec4 ps = pixelSize.stst;
  813.  
  814. samplePos[0] = center + ps * vec4(-11.3777, -11.3777, -9.39835, -9.39835);
  815. samplePos[1] = center + ps * vec4(-7.41933, -7.41933, -5.4406, -5.4406);
  816. samplePos[2] = center + ps * vec4(-3.4621, -3.4621, -1.48373, -1.48373);
  817. samplePos[3] = center + ps * vec4(0, 0, 1.48373, 1.48373);
  818. samplePos[4] = center + ps * vec4(3.4621, 3.4621, 5.4406, 5.4406);
  819. samplePos[5] = center + ps * vec4(7.41933, 7.41933, 9.39835, 9.39835);
  820. samplePos[6] = center + ps * vec4(11.3777, 11.3777, 0, 0);
  821.  
  822. gl_Position = modelViewProjectionMatrix * vertex;
  823. }
  824.  
  825. GLSL IR for shader 11:
  826. (
  827. (declare (shader_out ) float gl_PointSize)
  828. (declare (shader_out ) vec4 gl_Position)
  829. (declare (uniform ) (array vec4 55) gl_CurrentAttribFragMESA)
  830. (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA)
  831. (declare (uniform ) gl_DepthRangeParameters gl_DepthRange)
  832. (declare () int gl_MaxVaryingVectors)
  833. (declare () int gl_MaxFragmentUniformVectors)
  834. (declare () int gl_MaxVertexUniformVectors)
  835. (declare () int gl_MaxDrawBuffers)
  836. (declare () int gl_MaxTextureImageUnits)
  837. (declare () int gl_MaxCombinedTextureImageUnits)
  838. (declare () int gl_MaxVertexTextureImageUnits)
  839. (declare () int gl_MaxVertexAttribs)
  840. (declare (uniform ) mat4 modelViewProjectionMatrix)
  841. (declare (uniform ) mat4 textureMatrix)
  842. (declare (uniform ) vec2 pixelSize)
  843. (declare (shader_in ) vec4 vertex)
  844. (declare (shader_out ) (array vec4 7) samplePos)
  845. (function main
  846. (signature void
  847. (parameters
  848. )
  849. (
  850. (declare (temporary ) vec4 vec_ctor)
  851. (assign (xyzw) (var_ref vec_ctor) (expression vec4 * (var_ref textureMatrix) (var_ref vertex) ) )
  852. (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)) ) ) )
  853. (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)) ) ) )
  854. (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)) ) ) )
  855. (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)) ) ) )
  856. (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)) ) ) )
  857. (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)) ) ) )
  858. (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)) ) ) )
  859. (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref modelViewProjectionMatrix) (var_ref vertex) ) )
  860. ))
  861.  
  862. )
  863.  
  864.  
  865. )
  866.  
  867. GLSL source for fragment shader 12:
  868. uniform sampler2D texUnit;
  869. varying vec4 samplePos[7];
  870.  
  871. const float kernel0 = 0.00975581;
  872. const float kernel1 = 0.0240371;
  873. const float kernel2 = 0.0498756;
  874. const float kernel3 = 0.0871549;
  875. const float kernel4 = 0.128264;
  876. const float kernel5 = 0.158975;
  877. const float kernel6 = 0.0838kwin(2556): Failed to compile fragment shader:
  878. "0:2(14): error: no precision specified this scope for type `vec4'
  879. 0:4(13): error: no precision specified this scope for type `float'
  880. 0:5(13): error: no precision specified this scope for type `float'
  881. 0:6(13): error: no precision specified this scope for type `float'
  882. 0:7(13): error: no precision specified this scope for type `float'
  883. 0:8(13): error: no precision specified this scope for type `float'
  884. 0:9(13): error: no precision specified this scope for type `float'
  885. 0:10(13): error: no precision specified this scope for type `float'
  886. 0:14(7): error: no precision specified this scope for type `vec4'
  887.  
  888. kwin(2556): Failed to link shader:
  889. "error: program lacks a fragment shader
  890.  
  891. kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
  892. kwin(2556): Update of color profiles failed
  893. kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
  894. kwin(2556) KWin::ColorServerInterface::callFinishedSlot: QDBusError("org.freedesktop.DBus.Error.UnknownObject", "No such object path '/modules/kolorserver'")
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