throwaway59487520983

Obsidian Blank Screen Error Log

Jul 16th, 2023
81
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.05 KB | None | 0 0
  1. [4894:0716/122938.542824:ERROR:bus.cc(399)] Failed to connect to the bus: Could not parse server address: Unknown address type (examples of valid types are "tcp" and on UNIX "unix")
  2. [4894:0716/122938.543053:ERROR:bus.cc(399)] Failed to connect to the bus: Could not parse server address: Unknown address type (examples of valid types are "tcp" and on UNIX "unix")
  3. [4894:0716/122938.568591:ERROR:bus.cc(399)] Failed to connect to the bus: Could not parse server address: Unknown address type (examples of valid types are "tcp" and on UNIX "unix")
  4. MESA-INTEL: warning: Haswell Vulkan support is incomplete
  5. [5021:0716/122938.912646:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  6. ------------------------
  7. // Vertex SKSL
  8. #extension GL_NV_shader_noperspective_interpolation: require
  9. uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
  10. vcolor_S0 = color;sk_Position = position.xy01;}
  11. // Fragment SKSL
  12. #extension GL_NV_shader_noperspective_interpolation: require
  13. noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
  14. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  15. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  16. // Vertex GLSL
  17. #version 300 es
  18.  
  19. #extension GL_NV_shader_noperspective_interpolation : require
  20. precision mediump float;
  21. precision mediump sampler2D;
  22. uniform highp vec4 sk_RTAdjust;
  23. in highp vec2 position;
  24. in mediump vec4 color;
  25. noperspective out mediump vec4 vcolor_S0;
  26. void main() {
  27. vcolor_S0 = color;
  28. gl_Position = vec4(position, 0.0, 1.0);
  29. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  30. }
  31.  
  32. // Fragment GLSL
  33. #version 300 es
  34.  
  35. #extension GL_NV_shader_noperspective_interpolation : require
  36. precision mediump float;
  37. precision mediump sampler2D;
  38. out mediump vec4 sk_FragColor;
  39. noperspective in mediump vec4 vcolor_S0;
  40. void main() {
  41. mediump vec4 outputColor_S0;
  42. outputColor_S0 = vcolor_S0;
  43. {
  44. sk_FragColor = outputColor_S0;
  45. }
  46. }
  47.  
  48.  
  49. Errors:
  50. link failed but did not provide an info log
  51. [5021:0716/122938.913530:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  52. ------------------------
  53. // Vertex SKSL
  54. #extension GL_NV_shader_noperspective_interpolation: require
  55. uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
  56. half4 color = inColor;vcolor_S0 = color;
  57. float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
  58. // Fragment SKSL
  59. #extension GL_NV_shader_noperspective_interpolation: require
  60. noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
  61. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  62. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  63. // Vertex GLSL
  64. #version 300 es
  65.  
  66. #extension GL_NV_shader_noperspective_interpolation : require
  67. precision mediump float;
  68. precision mediump sampler2D;
  69. uniform highp vec4 sk_RTAdjust;
  70. in highp vec2 inPosition;
  71. in mediump vec4 inColor;
  72. noperspective out mediump vec4 vcolor_S0;
  73. void main() {
  74. mediump vec4 color = inColor;
  75. vcolor_S0 = color;
  76. highp vec2 _tmp_1_inPosition = inPosition;
  77. gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
  78. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  79. }
  80.  
  81. // Fragment GLSL
  82. #version 300 es
  83.  
  84. #extension GL_NV_shader_noperspective_interpolation : require
  85. precision mediump float;
  86. precision mediump sampler2D;
  87. out mediump vec4 sk_FragColor;
  88. noperspective in mediump vec4 vcolor_S0;
  89. void main() {
  90. mediump vec4 outputColor_S0;
  91. outputColor_S0 = vcolor_S0;
  92. {
  93. sk_FragColor = outputColor_S0;
  94. }
  95. }
  96.  
  97.  
  98. Errors:
  99. link failed but did not provide an info log
  100. [5021:0716/122938.914967:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  101. ------------------------
  102. // Vertex SKSL
  103. #extension GL_NV_shader_noperspective_interpolation: require
  104. uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
  105. int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
  106. // Fragment SKSL
  107. #extension GL_NV_shader_noperspective_interpolation: require
  108. uniform sampler2D uTextureSampler_0_S0;
  109. noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
  110. half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
  111. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  112. // Vertex GLSL
  113. #version 300 es
  114.  
  115. #extension GL_NV_shader_noperspective_interpolation : require
  116. precision mediump float;
  117. precision mediump sampler2D;
  118. uniform highp vec4 sk_RTAdjust;
  119. uniform highp vec2 uAtlasSizeInv_S0;
  120. in highp vec2 inPosition;
  121. in mediump vec4 inColor;
  122. in mediump uvec2 inTextureCoords;
  123. noperspective out highp vec2 vTextureCoords_S0;
  124. flat out highp float vTexIndex_S0;
  125. noperspective out mediump vec4 vinColor_S0;
  126. void main() {
  127. highp int texIdx = 0;
  128. highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
  129. vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
  130. vTexIndex_S0 = float(texIdx);
  131. vinColor_S0 = inColor;
  132. gl_Position = vec4(inPosition, 0.0, 1.0);
  133. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  134. }
  135.  
  136. // Fragment GLSL
  137. #version 300 es
  138.  
  139. #extension GL_NV_shader_noperspective_interpolation : require
  140. precision mediump float;
  141. precision mediump sampler2D;
  142. out mediump vec4 sk_FragColor;
  143. uniform sampler2D uTextureSampler_0_S0;
  144. noperspective in highp vec2 vTextureCoords_S0;
  145. flat in highp float vTexIndex_S0;
  146. noperspective in mediump vec4 vinColor_S0;
  147. void main() {
  148. mediump vec4 outputColor_S0;
  149. outputColor_S0 = vinColor_S0;
  150. mediump vec4 texColor;
  151. {
  152. texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
  153. }
  154. mediump vec4 outputCoverage_S0 = texColor;
  155. {
  156. sk_FragColor = outputColor_S0 * outputCoverage_S0;
  157. }
  158. }
  159.  
  160.  
  161. Errors:
  162. link failed but did not provide an info log
  163. [5021:0716/122938.966255:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  164. ------------------------
  165. // Vertex SKSL
  166. #extension GL_NV_shader_noperspective_interpolation: require
  167. uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
  168. vcolor_S0 = color;sk_Position = position.xy01;}
  169. // Fragment SKSL
  170. #extension GL_NV_shader_noperspective_interpolation: require
  171. noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
  172. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  173. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  174. // Vertex GLSL
  175. #version 300 es
  176.  
  177. #extension GL_NV_shader_noperspective_interpolation : require
  178. precision mediump float;
  179. precision mediump sampler2D;
  180. uniform highp vec4 sk_RTAdjust;
  181. in highp vec2 position;
  182. in mediump vec4 color;
  183. noperspective out mediump vec4 vcolor_S0;
  184. void main() {
  185. vcolor_S0 = color;
  186. gl_Position = vec4(position, 0.0, 1.0);
  187. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  188. }
  189.  
  190. // Fragment GLSL
  191. #version 300 es
  192.  
  193. #extension GL_NV_shader_noperspective_interpolation : require
  194. precision mediump float;
  195. precision mediump sampler2D;
  196. out mediump vec4 sk_FragColor;
  197. noperspective in mediump vec4 vcolor_S0;
  198. void main() {
  199. mediump vec4 outputColor_S0;
  200. outputColor_S0 = vcolor_S0;
  201. {
  202. sk_FragColor = outputColor_S0;
  203. }
  204. }
  205.  
  206.  
  207. Errors:
  208. link failed but did not provide an info log
  209. [5021:0716/122938.967461:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  210. ------------------------
  211. // Vertex SKSL
  212. #extension GL_NV_shader_noperspective_interpolation: require
  213. uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
  214. half4 color = inColor;vcolor_S0 = color;
  215. float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
  216. // Fragment SKSL
  217. #extension GL_NV_shader_noperspective_interpolation: require
  218. noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
  219. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  220. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  221. // Vertex GLSL
  222. #version 300 es
  223.  
  224. #extension GL_NV_shader_noperspective_interpolation : require
  225. precision mediump float;
  226. precision mediump sampler2D;
  227. uniform highp vec4 sk_RTAdjust;
  228. in highp vec2 inPosition;
  229. in mediump vec4 inColor;
  230. noperspective out mediump vec4 vcolor_S0;
  231. void main() {
  232. mediump vec4 color = inColor;
  233. vcolor_S0 = color;
  234. highp vec2 _tmp_1_inPosition = inPosition;
  235. gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
  236. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  237. }
  238.  
  239. // Fragment GLSL
  240. #version 300 es
  241.  
  242. #extension GL_NV_shader_noperspective_interpolation : require
  243. precision mediump float;
  244. precision mediump sampler2D;
  245. out mediump vec4 sk_FragColor;
  246. noperspective in mediump vec4 vcolor_S0;
  247. void main() {
  248. mediump vec4 outputColor_S0;
  249. outputColor_S0 = vcolor_S0;
  250. {
  251. sk_FragColor = outputColor_S0;
  252. }
  253. }
  254.  
  255.  
  256. Errors:
  257. link failed but did not provide an info log
  258. [5021:0716/122938.969235:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  259. ------------------------
  260. // Vertex SKSL
  261. #extension GL_NV_shader_noperspective_interpolation: require
  262. uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
  263. int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
  264. // Fragment SKSL
  265. #extension GL_NV_shader_noperspective_interpolation: require
  266. uniform sampler2D uTextureSampler_0_S0;
  267. noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
  268. half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
  269. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  270. // Vertex GLSL
  271. #version 300 es
  272.  
  273. #extension GL_NV_shader_noperspective_interpolation : require
  274. precision mediump float;
  275. precision mediump sampler2D;
  276. uniform highp vec4 sk_RTAdjust;
  277. uniform highp vec2 uAtlasSizeInv_S0;
  278. in highp vec2 inPosition;
  279. in mediump vec4 inColor;
  280. in mediump uvec2 inTextureCoords;
  281. noperspective out highp vec2 vTextureCoords_S0;
  282. flat out highp float vTexIndex_S0;
  283. noperspective out mediump vec4 vinColor_S0;
  284. void main() {
  285. highp int texIdx = 0;
  286. highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
  287. vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
  288. vTexIndex_S0 = float(texIdx);
  289. vinColor_S0 = inColor;
  290. gl_Position = vec4(inPosition, 0.0, 1.0);
  291. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  292. }
  293.  
  294. // Fragment GLSL
  295. #version 300 es
  296.  
  297. #extension GL_NV_shader_noperspective_interpolation : require
  298. precision mediump float;
  299. precision mediump sampler2D;
  300. out mediump vec4 sk_FragColor;
  301. uniform sampler2D uTextureSampler_0_S0;
  302. noperspective in highp vec2 vTextureCoords_S0;
  303. flat in highp float vTexIndex_S0;
  304. noperspective in mediump vec4 vinColor_S0;
  305. void main() {
  306. mediump vec4 outputColor_S0;
  307. outputColor_S0 = vinColor_S0;
  308. mediump vec4 texColor;
  309. {
  310. texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
  311. }
  312. mediump vec4 outputCoverage_S0 = texColor;
  313. {
  314. sk_FragColor = outputColor_S0 * outputCoverage_S0;
  315. }
  316. }
  317.  
  318.  
  319. Errors:
  320. link failed but did not provide an info log
  321. [5021:0716/122938.975625:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  322. ------------------------
  323. // Vertex SKSL
  324. #extension GL_NV_shader_noperspective_interpolation: require
  325. uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
  326. vcolor_S0 = color;sk_Position = position.xy01;}
  327. // Fragment SKSL
  328. #extension GL_NV_shader_noperspective_interpolation: require
  329. flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
  330. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  331. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  332. // Vertex GLSL
  333. #version 300 es
  334.  
  335. #extension GL_NV_shader_noperspective_interpolation : require
  336. precision mediump float;
  337. precision mediump sampler2D;
  338. uniform highp vec4 sk_RTAdjust;
  339. in highp vec2 position;
  340. in mediump vec4 color;
  341. flat out mediump vec4 vcolor_S0;
  342. void main() {
  343. vcolor_S0 = color;
  344. gl_Position = vec4(position, 0.0, 1.0);
  345. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  346. }
  347.  
  348. // Fragment GLSL
  349. #version 300 es
  350.  
  351. #extension GL_NV_shader_noperspective_interpolation : require
  352. precision mediump float;
  353. precision mediump sampler2D;
  354. out mediump vec4 sk_FragColor;
  355. flat in mediump vec4 vcolor_S0;
  356. void main() {
  357. mediump vec4 outputColor_S0;
  358. outputColor_S0 = vcolor_S0;
  359. {
  360. sk_FragColor = outputColor_S0;
  361. }
  362. }
  363.  
  364.  
  365. Errors:
  366. link failed but did not provide an info log
  367. [5021:0716/122938.976525:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  368. ------------------------
  369. // Vertex SKSL
  370. #extension GL_NV_shader_noperspective_interpolation: require
  371. uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
  372. vcolor_S0 = color;sk_Position = position.xy01;}
  373. // Fragment SKSL
  374. #extension GL_NV_shader_noperspective_interpolation: require
  375. flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
  376. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
  377. sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  378. // Vertex GLSL
  379. #version 300 es
  380.  
  381. #extension GL_NV_shader_noperspective_interpolation : require
  382. precision mediump float;
  383. precision mediump sampler2D;
  384. uniform highp vec4 sk_RTAdjust;
  385. in highp vec2 position;
  386. in mediump vec4 color;
  387. flat out mediump vec4 vcolor_S0;
  388. void main() {
  389. vcolor_S0 = color;
  390. gl_Position = vec4(position, 0.0, 1.0);
  391. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  392. }
  393.  
  394. // Fragment GLSL
  395. #version 300 es
  396.  
  397. #extension GL_NV_shader_noperspective_interpolation : require
  398. precision mediump float;
  399. precision mediump sampler2D;
  400. out mediump vec4 sk_FragColor;
  401. flat in mediump vec4 vcolor_S0;
  402. void main() {
  403. mediump vec4 outputColor_S0;
  404. outputColor_S0 = vcolor_S0;
  405. {
  406. sk_FragColor = outputColor_S0;
  407. }
  408. }
  409.  
  410.  
  411. Errors:
  412. link failed but did not provide an info log
  413. [5021:0716/122939.064113:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  414. ------------------------
  415. // Vertex SKSL
  416. #extension GL_NV_shader_noperspective_interpolation: require
  417. uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
  418. vcolor_S0 = color;sk_Position = position.xy01;{
  419. vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1;
  420. }
  421. }
  422. // Fragment SKSL
  423. #extension GL_NV_shader_noperspective_interpolation: require
  424. uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1;
  425. flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) {
  426. return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;}
  427.  
  428. half4 MatrixEffect_S1(half4 _input) {
  429. return TextureEffect_S1_c0(_input);
  430. }
  431.  
  432. void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
  433. half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff
  434. sk_FragColor = outputColor_S0 * output_S1;}}
  435. // Vertex GLSL
  436. #version 300 es
  437.  
  438. #extension GL_NV_shader_noperspective_interpolation : require
  439. precision mediump float;
  440. precision mediump sampler2D;
  441. uniform highp vec4 sk_RTAdjust;
  442. uniform highp mat3 umatrix_S1;
  443. in highp vec2 position;
  444. in mediump vec4 color;
  445. in highp vec2 localCoord;
  446. flat out mediump vec4 vcolor_S0;
  447. noperspective out highp vec2 vTransformedCoords_2_S0;
  448. void main() {
  449. vcolor_S0 = color;
  450. gl_Position = vec4(position, 0.0, 1.0);
  451. {
  452. vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0);
  453. }
  454. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  455. }
  456.  
  457. // Fragment GLSL
  458. #version 300 es
  459.  
  460. #extension GL_NV_shader_noperspective_interpolation : require
  461. precision mediump float;
  462. precision mediump sampler2D;
  463. out mediump vec4 sk_FragColor;
  464. uniform highp mat3 umatrix_S1;
  465. uniform sampler2D uTextureSampler_0_S1;
  466. flat in mediump vec4 vcolor_S0;
  467. noperspective in highp vec2 vTransformedCoords_2_S0;
  468. void main() {
  469. mediump vec4 outputColor_S0;
  470. outputColor_S0 = vcolor_S0;
  471. mediump vec4 output_S1;
  472. output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx;
  473. {
  474. sk_FragColor = outputColor_S0 * output_S1;
  475. }
  476. }
  477.  
  478.  
  479. Errors:
  480. link failed but did not provide an info log
  481. [5021:0716/122939.065361:ERROR:shared_context_state.cc(81)] Skia shader compilation error
  482. ------------------------
  483. // Vertex SKSL
  484. #extension GL_NV_shader_noperspective_interpolation: require
  485. uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
  486. int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
  487. // Fragment SKSL
  488. #extension GL_NV_shader_noperspective_interpolation: require
  489. #extension GL_EXT_blend_func_extended: require
  490. uniform sampler2D uTextureSampler_0_S0;
  491. noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut;
  492. void main() {// Stage 0, BitmapText
  493. half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
  494. outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
  495. // Vertex GLSL
  496. #version 300 es
  497.  
  498. #extension GL_NV_shader_noperspective_interpolation : require
  499. precision mediump float;
  500. precision mediump sampler2D;
  501. uniform highp vec4 sk_RTAdjust;
  502. uniform highp vec2 uAtlasSizeInv_S0;
  503. in highp vec2 inPosition;
  504. in mediump vec4 inColor;
  505. in mediump uvec2 inTextureCoords;
  506. noperspective out highp vec2 vTextureCoords_S0;
  507. flat out highp float vTexIndex_S0;
  508. noperspective out mediump vec4 vinColor_S0;
  509. void main() {
  510. highp int texIdx = 0;
  511. highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
  512. vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
  513. vTexIndex_S0 = float(texIdx);
  514. vinColor_S0 = inColor;
  515. gl_Position = vec4(inPosition, 0.0, 1.0);
  516. gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
  517. }
  518.  
  519. // Fragment GLSL
  520. #version 300 es
  521.  
  522. #extension GL_NV_shader_noperspective_interpolation : require
  523. #extension GL_EXT_blend_func_extended : require
  524. precision mediump float;
  525. precision mediump sampler2D;
  526. out mediump vec4 sk_FragColor;
  527. uniform sampler2D uTextureSampler_0_S0;
  528. noperspective in highp vec2 vTextureCoords_S0;
  529. flat in highp float vTexIndex_S0;
  530. noperspective in mediump vec4 vinColor_S0;
  531. out mediump vec4 fsSecondaryColorOut;
  532. void main() {
  533. mediump vec4 outputColor_S0;
  534. outputColor_S0 = vinColor_S0;
  535. mediump vec4 texColor;
  536. {
  537. texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5);
  538. }
  539. mediump vec4 outputCoverage_S0 = texColor;
  540. {
  541. outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z);
  542. fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0;
  543. sk_FragColor = outputColor_S0 * outputCoverage_S0;
  544. }
  545. }
  546.  
  547.  
  548. Errors:
  549. link failed but did not provide an info log
  550.  
Advertisement
Add Comment
Please, Sign In to add comment