Nevcairiel

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Sep 14th, 2021
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  1. Detected OpenGL version strings:
  2. GL_VERSION: OpenGL ES 3.1 Mesa 19.3.2
  3. GL_VENDOR: Broadcom
  4. GL_RENDERER: V3D 4.2
  5. GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.10
  6. GPU information:
  7. GLSL version: 300 es
  8. subgroup_size: 0
  9. min_gather_offset: 0
  10. max_gather_offset: 0
  11. Limits:
  12. thread_safe: 1
  13. callbacks: 1
  14. max_buf_size: 0
  15. max_ubo_size: 0
  16. max_ssbo_size: 0
  17. max_vbo_size: 0
  18. max_mapped_size: 0
  19. max_buffer_texels: 0
  20. align_host_ptr: 0
  21. max_tex_1d_dim: 0
  22. max_tex_2d_dim: 4096
  23. max_tex_3d_dim: 4096
  24. blittable_1d_3d: 0
  25. buf_transfer: 1
  26. align_tex_xfer_stride: 4
  27. align_tex_xfer_offset: 32
  28. max_variables: 16384
  29. max_constants: 0
  30. max_pushc_size: 0
  31. fragment_queues: 1
  32. compute_queues: 1
  33. Found no storable FBO format; compute shaders disabled
  34. Found no floating point FBO format; linear light processing disabled for HDR material
  35. FBO format precision low (<16 bit); linear light processing disabled
  36. (Re)creating 640x360x0 texture with format r8
  37. (Re)creating 640x360x0 texture with format r8
  38. (Re)creating 1280x720x0 texture with format r8
  39. (Re)creating 640x360x0 texture with format r8
  40. (Re)creating 640x360x0 texture with format r8
  41. (Re)creating 1280x720x0 texture with format r8
  42. (Re)creating 640x360x0 texture with format r8
  43. (Re)creating 640x360x0 texture with format r8
  44. (Re)creating 1280x720x0 texture with format r8
  45. (Re)creating 640x360x0 texture with format r8
  46. (Re)creating 640x360x0 texture with format r8
  47. (Re)creating 1280x720x0 texture with format r8
  48. (Re)creating 640x360x0 texture with format r8
  49. (Re)creating 640x360x0 texture with format r8
  50. (Re)creating 1280x720x0 texture with format r8
  51. (Re)creating 640x360x0 texture with format r8
  52. (Re)creating 640x360x0 texture with format r8
  53. (Re)creating 1280x720x0 texture with format r8
  54. (Re)creating 640x360x0 texture with format r8
  55. (Re)creating 640x360x0 texture with format r8
  56. (Re)creating 1280x720x0 texture with format r8
  57. (Re)creating 640x360x0 texture with format r8
  58. (Re)creating 640x360x0 texture with format r8
  59. (Re)creating 1280x720x0 texture with format r8
  60. (Re)creating 640x360x0 texture with format r8
  61. (Re)creating 640x360x0 texture with format r8
  62. (Re)creating 640x360x0 texture with format rg8
  63. (Re)creating 640x720x0 texture with format rg8
  64. Spent 19.525 ms compiling shader
  65. (Re)creating 1280x720x0 texture with format rgb8
  66. Spent 22.006 ms compiling shader
  67. (Re)creating 1280x836x0 texture with format rgb8
  68. Spent 17.356 ms compiling shader
  69. fragment shader source:
  70. [ 1] #version 300 es
  71. [ 2] #ifdef GL_FRAGMENT_PRECISION_HIGH
  72. [ 3] precision highp float;
  73. [ 4] #else
  74. [ 5] precision mediump float;
  75. [ 6] #endif
  76. [ 7] precision mediump sampler2D;
  77. [ 8] precision mediump sampler3D;
  78. [ 9] uniform sampler2D _src_tex_0_5;
  79. [ 10] uniform sampler2D _weights_5_5;
  80. [ 11] uniform sampler2D _weights_16_5;
  81. [ 12] uniform vec2 _tex_size_2_5;
  82. [ 13] uniform vec2 _tex_pt_3_5;
  83. [ 14] in vec2 _tex_coord_1_5;
  84. [ 15] out vec4 out_color;
  85. [ 16]
  86. [ 17] const float _const_7_5 = 0.25000000000000000000;
  87. [ 18] const float _const_8_5 = 0.75000000000000000000;
  88. [ 19] #define _LUT_POS_6_5(x) mix(_const_7_5, _const_8_5, (x))
  89. [ 20] const float _const_10_5 = 0.00781250000000000000;
  90. [ 21] const float _const_11_5 = 0.99218750000000000000;
  91. [ 22] #define _LUT_POS_9_5(x) mix(_const_10_5, _const_11_5, (x))
  92. [ 23] #define _lut_4_5(pos) (texture(_weights_5_5, vec2(\
  93. [ 24] _LUT_POS_6_5(vec2(pos).x)\
  94. [ 25] ,_LUT_POS_9_5(vec2(pos).y)\
  95. [ 26] )).xyzw)
  96. [ 27] const float _const_12_5 = 1.00000000000000000000;
  97. [ 28] const float _const_13_5 = 1.00000000000000000000;
  98. [ 29] #define _lut_15_5(pos) (texelFetch(_weights_16_5, ivec2(pos), 0).x)
  99. [ 30] const int _const_17_5 = 64;
  100. [ 31] const float _const_18_5 = 64.00000000000000000000;
  101. [ 32] vec4 _main_20_5() {
  102. [ 33] // pl_shader_sample_ortho
  103. [ 34] vec4 color = vec4(0.0);
  104. [ 35] {
  105. [ 36] vec2 pos = _tex_coord_1_5, size = _tex_size_2_5, pt = _tex_pt_3_5;
  106. [ 37] vec2 dir = vec2(1.0, 0.0);
  107. [ 38] pt *= dir;
  108. [ 39] vec2 fcoord2 = fract(pos * size - vec2(0.5));
  109. [ 40] float fcoord = dot(fcoord2, dir);
  110. [ 41] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
  111. [ 42] float weight;
  112. [ 43] vec4 ws, c;
  113. [ 44] // scaler samples
  114. [ 45] ws = _lut_4_5(vec2(0.00000000000000000000, fcoord));
  115. [ 46] weight = ws[0];
  116. [ 47] c = texture(_src_tex_0_5, base + pt * vec2(0.0));
  117. [ 48] color[0] += weight * c[0];
  118. [ 49] color[1] += weight * c[1];
  119. [ 50] color[2] += weight * c[2];
  120. [ 51] weight = ws[1];
  121. [ 52] c = texture(_src_tex_0_5, base + pt * vec2(1.0));
  122. [ 53] color[0] += weight * c[0];
  123. [ 54] color[1] += weight * c[1];
  124. [ 55] color[2] += weight * c[2];
  125. [ 56] weight = ws[2];
  126. [ 57] c = texture(_src_tex_0_5, base + pt * vec2(2.0));
  127. [ 58] color[0] += weight * c[0];
  128. [ 59] color[1] += weight * c[1];
  129. [ 60] color[2] += weight * c[2];
  130. [ 61] weight = ws[3];
  131. [ 62] c = texture(_src_tex_0_5, base + pt * vec2(3.0));
  132. [ 63] color[0] += weight * c[0];
  133. [ 64] color[1] += weight * c[1];
  134. [ 65] color[2] += weight * c[2];
  135. [ 66] ws = _lut_4_5(vec2(1.00000000000000000000, fcoord));
  136. [ 67] weight = ws[0];
  137. [ 68] c = texture(_src_tex_0_5, base + pt * vec2(4.0));
  138. [ 69] color[0] += weight * c[0];
  139. [ 70] color[1] += weight * c[1];
  140. [ 71] color[2] += weight * c[2];
  141. [ 72] weight = ws[1];
  142. [ 73] c = texture(_src_tex_0_5, base + pt * vec2(5.0));
  143. [ 74] color[0] += weight * c[0];
  144. [ 75] color[1] += weight * c[1];
  145. [ 76] color[2] += weight * c[2];
  146. [ 77] color *= vec4(_const_12_5);
  147. [ 78] color.a = 1.0;
  148. [ 79] }
  149. [ 80] // pl_shader_color_map
  150. [ 81] {
  151. [ 82] }
  152. [ 83] // pl_shader_encode_color
  153. [ 84] {
  154. [ 85] }
  155. [ 86] color *= vec4(1.0 / _const_13_5);
  156. [ 87] vec4 _orig_color_14_5 = color;
  157. [ 88] color = vec4(0.0);
  158. [ 89] color[0] = _orig_color_14_5[0];
  159. [ 90] color[1] = _orig_color_14_5[1];
  160. [ 91] color[2] = _orig_color_14_5[2];
  161. [ 92] color[3] = _orig_color_14_5[3];
  162. [ 93] // pl_shader_dither
  163. [ 94] {
  164. [ 95] float bias;
  165. [ 96] vec2 pos = fract(gl_FragCoord.xy * 1.0/_const_17_5);
  166. [ 97] bias = _lut_15_5(ivec2(pos * _const_18_5));
  167. [ 98] color = vec4(255.0) * color + vec4(bias);
  168. [ 99] color = floor(color) * vec4(1.0 / 255.0);
  169. [100] }
  170. [101] return color;
  171. [102] }
  172. [103]
  173. [104] void main() {
  174. [105] out_color = _main_20_5();
  175. [106] }
  176. shader compile log (status=0): 0:96(18): error: could not implicitly convert operands to arithmetic operator
  177. 0:96(12): error: no matching function for call to `fract(error)'; candidates are:
  178. 0:96(12): error: float fract(float)
  179. 0:96(12): error: vec2 fract(vec2)
  180. 0:96(12): error: vec3 fract(vec3)
  181. 0:96(12): error: vec4 fract(vec4)
  182. 0:97(47): warning: `pos' used uninitialized
  183. Failed compiling/linking GLSL program
  184. Spent 15.797 ms compiling shader
  185. Failed creating pass
  186. Failed creating render pass for dispatch
  187. Failed rendering image!
  188.  
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