Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [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")
- [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")
- [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")
- MESA-INTEL: warning: Haswell Vulkan support is incomplete
- [5021:0716/122938.912646:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
- vcolor_S0 = color;sk_Position = position.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 position;
- in mediump vec4 color;
- noperspective out mediump vec4 vcolor_S0;
- void main() {
- vcolor_S0 = color;
- gl_Position = vec4(position, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- noperspective in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.913530:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
- half4 color = inColor;vcolor_S0 = color;
- float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 inPosition;
- in mediump vec4 inColor;
- noperspective out mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 color = inColor;
- vcolor_S0 = color;
- highp vec2 _tmp_1_inPosition = inPosition;
- gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- noperspective in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.914967:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- 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
- 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;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
- 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
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- uniform highp vec2 uAtlasSizeInv_S0;
- in highp vec2 inPosition;
- in mediump vec4 inColor;
- in mediump uvec2 inTextureCoords;
- noperspective out highp vec2 vTextureCoords_S0;
- flat out highp float vTexIndex_S0;
- noperspective out mediump vec4 vinColor_S0;
- void main() {
- highp int texIdx = 0;
- highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
- vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
- vTexIndex_S0 = float(texIdx);
- vinColor_S0 = inColor;
- gl_Position = vec4(inPosition, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in highp vec2 vTextureCoords_S0;
- flat in highp float vTexIndex_S0;
- noperspective in mediump vec4 vinColor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vinColor_S0;
- mediump vec4 texColor;
- {
- texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
- }
- mediump vec4 outputCoverage_S0 = texColor;
- {
- sk_FragColor = outputColor_S0 * outputCoverage_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.966255:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
- vcolor_S0 = color;sk_Position = position.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 position;
- in mediump vec4 color;
- noperspective out mediump vec4 vcolor_S0;
- void main() {
- vcolor_S0 = color;
- gl_Position = vec4(position, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- noperspective in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.967461:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
- half4 color = inColor;vcolor_S0 = color;
- float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 inPosition;
- in mediump vec4 inColor;
- noperspective out mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 color = inColor;
- vcolor_S0 = color;
- highp vec2 _tmp_1_inPosition = inPosition;
- gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- noperspective in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.969235:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- 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
- 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;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
- 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
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- uniform highp vec2 uAtlasSizeInv_S0;
- in highp vec2 inPosition;
- in mediump vec4 inColor;
- in mediump uvec2 inTextureCoords;
- noperspective out highp vec2 vTextureCoords_S0;
- flat out highp float vTexIndex_S0;
- noperspective out mediump vec4 vinColor_S0;
- void main() {
- highp int texIdx = 0;
- highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
- vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
- vTexIndex_S0 = float(texIdx);
- vinColor_S0 = inColor;
- gl_Position = vec4(inPosition, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in highp vec2 vTextureCoords_S0;
- flat in highp float vTexIndex_S0;
- noperspective in mediump vec4 vinColor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vinColor_S0;
- mediump vec4 texColor;
- {
- texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
- }
- mediump vec4 outputCoverage_S0 = texColor;
- {
- sk_FragColor = outputColor_S0 * outputCoverage_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.975625:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
- vcolor_S0 = color;sk_Position = position.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 position;
- in mediump vec4 color;
- flat out mediump vec4 vcolor_S0;
- void main() {
- vcolor_S0 = color;
- gl_Position = vec4(position, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- flat in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122938.976525:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
- vcolor_S0 = color;sk_Position = position.xy01;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
- half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
- sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- in highp vec2 position;
- in mediump vec4 color;
- flat out mediump vec4 vcolor_S0;
- void main() {
- vcolor_S0 = color;
- gl_Position = vec4(position, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- flat in mediump vec4 vcolor_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- {
- sk_FragColor = outputColor_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122939.064113:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- 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
- vcolor_S0 = color;sk_Position = position.xy01;{
- vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1;
- }
- }
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1;
- flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) {
- return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;}
- half4 MatrixEffect_S1(half4 _input) {
- return TextureEffect_S1_c0(_input);
- }
- void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
- 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
- sk_FragColor = outputColor_S0 * output_S1;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- uniform highp mat3 umatrix_S1;
- in highp vec2 position;
- in mediump vec4 color;
- in highp vec2 localCoord;
- flat out mediump vec4 vcolor_S0;
- noperspective out highp vec2 vTransformedCoords_2_S0;
- void main() {
- vcolor_S0 = color;
- gl_Position = vec4(position, 0.0, 1.0);
- {
- vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0);
- }
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- uniform highp mat3 umatrix_S1;
- uniform sampler2D uTextureSampler_0_S1;
- flat in mediump vec4 vcolor_S0;
- noperspective in highp vec2 vTransformedCoords_2_S0;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vcolor_S0;
- mediump vec4 output_S1;
- output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx;
- {
- sk_FragColor = outputColor_S0 * output_S1;
- }
- }
- Errors:
- link failed but did not provide an info log
- [5021:0716/122939.065361:ERROR:shared_context_state.cc(81)] Skia shader compilation error
- ------------------------
- // Vertex SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- 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
- 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;}
- // Fragment SKSL
- #extension GL_NV_shader_noperspective_interpolation: require
- #extension GL_EXT_blend_func_extended: require
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut;
- void main() {// Stage 0, BitmapText
- half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
- 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;}}
- // Vertex GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- precision mediump float;
- precision mediump sampler2D;
- uniform highp vec4 sk_RTAdjust;
- uniform highp vec2 uAtlasSizeInv_S0;
- in highp vec2 inPosition;
- in mediump vec4 inColor;
- in mediump uvec2 inTextureCoords;
- noperspective out highp vec2 vTextureCoords_S0;
- flat out highp float vTexIndex_S0;
- noperspective out mediump vec4 vinColor_S0;
- void main() {
- highp int texIdx = 0;
- highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
- vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
- vTexIndex_S0 = float(texIdx);
- vinColor_S0 = inColor;
- gl_Position = vec4(inPosition, 0.0, 1.0);
- gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
- }
- // Fragment GLSL
- #version 300 es
- #extension GL_NV_shader_noperspective_interpolation : require
- #extension GL_EXT_blend_func_extended : require
- precision mediump float;
- precision mediump sampler2D;
- out mediump vec4 sk_FragColor;
- uniform sampler2D uTextureSampler_0_S0;
- noperspective in highp vec2 vTextureCoords_S0;
- flat in highp float vTexIndex_S0;
- noperspective in mediump vec4 vinColor_S0;
- out mediump vec4 fsSecondaryColorOut;
- void main() {
- mediump vec4 outputColor_S0;
- outputColor_S0 = vinColor_S0;
- mediump vec4 texColor;
- {
- texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5);
- }
- mediump vec4 outputCoverage_S0 = texColor;
- {
- outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z);
- fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0;
- sk_FragColor = outputColor_S0 * outputCoverage_S0;
- }
- }
- Errors:
- link failed but did not provide an info log
Advertisement
Add Comment
Please, Sign In to add comment