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- Detected OpenGL version strings:
- GL_VERSION: OpenGL ES 3.1 Mesa 19.3.2
- GL_VENDOR: Broadcom
- GL_RENDERER: V3D 4.2
- GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.10
- GPU information:
- GLSL version: 300 es
- subgroup_size: 0
- min_gather_offset: 0
- max_gather_offset: 0
- Limits:
- thread_safe: 1
- callbacks: 1
- max_buf_size: 0
- max_ubo_size: 0
- max_ssbo_size: 0
- max_vbo_size: 0
- max_mapped_size: 0
- max_buffer_texels: 0
- align_host_ptr: 0
- max_tex_1d_dim: 0
- max_tex_2d_dim: 4096
- max_tex_3d_dim: 4096
- blittable_1d_3d: 0
- buf_transfer: 1
- align_tex_xfer_stride: 4
- align_tex_xfer_offset: 32
- max_variables: 16384
- max_constants: 0
- max_pushc_size: 0
- fragment_queues: 1
- compute_queues: 1
- Found no storable FBO format; compute shaders disabled
- Found no floating point FBO format; linear light processing disabled for HDR material
- FBO format precision low (<16 bit); linear light processing disabled
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 1280x720x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format r8
- (Re)creating 640x360x0 texture with format rg8
- (Re)creating 640x720x0 texture with format rg8
- Spent 19.525 ms compiling shader
- (Re)creating 1280x720x0 texture with format rgb8
- Spent 22.006 ms compiling shader
- (Re)creating 1280x836x0 texture with format rgb8
- Spent 17.356 ms compiling shader
- fragment shader source:
- [ 1] #version 300 es
- [ 2] #ifdef GL_FRAGMENT_PRECISION_HIGH
- [ 3] precision highp float;
- [ 4] #else
- [ 5] precision mediump float;
- [ 6] #endif
- [ 7] precision mediump sampler2D;
- [ 8] precision mediump sampler3D;
- [ 9] uniform sampler2D _src_tex_0_5;
- [ 10] uniform sampler2D _weights_5_5;
- [ 11] uniform sampler2D _weights_16_5;
- [ 12] uniform vec2 _tex_size_2_5;
- [ 13] uniform vec2 _tex_pt_3_5;
- [ 14] in vec2 _tex_coord_1_5;
- [ 15] out vec4 out_color;
- [ 16]
- [ 17] const float _const_7_5 = 0.25000000000000000000;
- [ 18] const float _const_8_5 = 0.75000000000000000000;
- [ 19] #define _LUT_POS_6_5(x) mix(_const_7_5, _const_8_5, (x))
- [ 20] const float _const_10_5 = 0.00781250000000000000;
- [ 21] const float _const_11_5 = 0.99218750000000000000;
- [ 22] #define _LUT_POS_9_5(x) mix(_const_10_5, _const_11_5, (x))
- [ 23] #define _lut_4_5(pos) (texture(_weights_5_5, vec2(\
- [ 24] _LUT_POS_6_5(vec2(pos).x)\
- [ 25] ,_LUT_POS_9_5(vec2(pos).y)\
- [ 26] )).xyzw)
- [ 27] const float _const_12_5 = 1.00000000000000000000;
- [ 28] const float _const_13_5 = 1.00000000000000000000;
- [ 29] #define _lut_15_5(pos) (texelFetch(_weights_16_5, ivec2(pos), 0).x)
- [ 30] const int _const_17_5 = 64;
- [ 31] const float _const_18_5 = 64.00000000000000000000;
- [ 32] vec4 _main_20_5() {
- [ 33] // pl_shader_sample_ortho
- [ 34] vec4 color = vec4(0.0);
- [ 35] {
- [ 36] vec2 pos = _tex_coord_1_5, size = _tex_size_2_5, pt = _tex_pt_3_5;
- [ 37] vec2 dir = vec2(1.0, 0.0);
- [ 38] pt *= dir;
- [ 39] vec2 fcoord2 = fract(pos * size - vec2(0.5));
- [ 40] float fcoord = dot(fcoord2, dir);
- [ 41] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
- [ 42] float weight;
- [ 43] vec4 ws, c;
- [ 44] // scaler samples
- [ 45] ws = _lut_4_5(vec2(0.00000000000000000000, fcoord));
- [ 46] weight = ws[0];
- [ 47] c = texture(_src_tex_0_5, base + pt * vec2(0.0));
- [ 48] color[0] += weight * c[0];
- [ 49] color[1] += weight * c[1];
- [ 50] color[2] += weight * c[2];
- [ 51] weight = ws[1];
- [ 52] c = texture(_src_tex_0_5, base + pt * vec2(1.0));
- [ 53] color[0] += weight * c[0];
- [ 54] color[1] += weight * c[1];
- [ 55] color[2] += weight * c[2];
- [ 56] weight = ws[2];
- [ 57] c = texture(_src_tex_0_5, base + pt * vec2(2.0));
- [ 58] color[0] += weight * c[0];
- [ 59] color[1] += weight * c[1];
- [ 60] color[2] += weight * c[2];
- [ 61] weight = ws[3];
- [ 62] c = texture(_src_tex_0_5, base + pt * vec2(3.0));
- [ 63] color[0] += weight * c[0];
- [ 64] color[1] += weight * c[1];
- [ 65] color[2] += weight * c[2];
- [ 66] ws = _lut_4_5(vec2(1.00000000000000000000, fcoord));
- [ 67] weight = ws[0];
- [ 68] c = texture(_src_tex_0_5, base + pt * vec2(4.0));
- [ 69] color[0] += weight * c[0];
- [ 70] color[1] += weight * c[1];
- [ 71] color[2] += weight * c[2];
- [ 72] weight = ws[1];
- [ 73] c = texture(_src_tex_0_5, base + pt * vec2(5.0));
- [ 74] color[0] += weight * c[0];
- [ 75] color[1] += weight * c[1];
- [ 76] color[2] += weight * c[2];
- [ 77] color *= vec4(_const_12_5);
- [ 78] color.a = 1.0;
- [ 79] }
- [ 80] // pl_shader_color_map
- [ 81] {
- [ 82] }
- [ 83] // pl_shader_encode_color
- [ 84] {
- [ 85] }
- [ 86] color *= vec4(1.0 / _const_13_5);
- [ 87] vec4 _orig_color_14_5 = color;
- [ 88] color = vec4(0.0);
- [ 89] color[0] = _orig_color_14_5[0];
- [ 90] color[1] = _orig_color_14_5[1];
- [ 91] color[2] = _orig_color_14_5[2];
- [ 92] color[3] = _orig_color_14_5[3];
- [ 93] // pl_shader_dither
- [ 94] {
- [ 95] float bias;
- [ 96] vec2 pos = fract(gl_FragCoord.xy * 1.0/_const_17_5);
- [ 97] bias = _lut_15_5(ivec2(pos * _const_18_5));
- [ 98] color = vec4(255.0) * color + vec4(bias);
- [ 99] color = floor(color) * vec4(1.0 / 255.0);
- [100] }
- [101] return color;
- [102] }
- [103]
- [104] void main() {
- [105] out_color = _main_20_5();
- [106] }
- shader compile log (status=0): 0:96(18): error: could not implicitly convert operands to arithmetic operator
- 0:96(12): error: no matching function for call to `fract(error)'; candidates are:
- 0:96(12): error: float fract(float)
- 0:96(12): error: vec2 fract(vec2)
- 0:96(12): error: vec3 fract(vec3)
- 0:96(12): error: vec4 fract(vec4)
- 0:97(47): warning: `pos' used uninitialized
- Failed compiling/linking GLSL program
- Spent 15.797 ms compiling shader
- Failed creating pass
- Failed creating render pass for dispatch
- Failed rendering image!
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