Nevcairiel

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Feb 9th, 2022
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  1. input:34: error: '' : syntax error, unexpected SEMICOLON
  2.  
  3. PL(2): shaderc compile status 'error' (1 errors, 0 warnings)
  4. PL(2): fragment shader GLSL source:
  5. PL(2): [ 1] #version 450
  6. PL(2): [ 2] #extension GL_ARB_uniform_buffer_object : enable
  7. PL(2): [ 3] #extension GL_ARB_texture_gather : enable
  8. PL(2): [ 4] layout(binding=0) uniform sampler2D _src_tex_0_3;
  9. PL(2): [ 5] layout(binding=1) uniform sampler2D _weights_5_3;
  10. PL(2): [ 6] layout(binding=2) uniform sampler2D _weights_28_3;
  11. PL(2): [ 7] layout(std140, binding=3) uniform _UBO_34_3 {
  12. PL(2): [ 8] layout(offset=0) vec2 _tex_size_2_3;
  13. PL(2): [ 9] layout(offset=8) vec2 _tex_pt_3_3;
  14. PL(2): [ 10] layout(offset=16) mat3 _crosstalk_17_3;
  15. PL(2): [ 11] layout(offset=64) mat3 _crosstalk_inv_18_3;
  16. PL(2): [ 12] layout(offset=112) mat3 _src2ref_21_3;
  17. PL(2): [ 13] };
  18. PL(2): [ 14] layout(location=0) in vec2 _tex_coord_1_3;
  19. PL(2): [ 15] layout(location=0) out vec4 out_color;
  20. PL(2): [ 16]
  21. PL(2): [ 17] const float _const_7_3 = 0.75000000000000000000;
  22. PL(2): [ 18] const float _const_8_3 = 0.25000000000000000000;
  23. PL(2): [ 19] #define _LUT_POS_6_3(x) mix(_const_8_3, _const_7_3, (x))
  24. PL(2): [ 20] const float _const_10_3 = 0.99218750000000000000;
  25. PL(2): [ 21] const float _const_11_3 = 0.00781250000000000000;
  26. PL(2): [ 22] #define _LUT_POS_9_3(x) mix(_const_11_3, _const_10_3, (x))
  27. PL(2): [ 23] #define _lut_4_3(pos) (texture(_weights_5_3, vec2(\
  28. PL(2): [ 24] _LUT_POS_6_3(vec2(pos).x)\
  29. PL(2): [ 25] ,_LUT_POS_9_3(vec2(pos).y)\
  30. PL(2): [ 26] )).xyzw)
  31. PL(2): [ 27] const float _const_12_3 = 1.00000000000000000000;
  32. PL(2): [ 28] const float _const_13_3 = 1.00000000000000000000;
  33. PL(2): [ 29] const float _const_14_3 = 0.00049261085223406553;
  34. PL(2): [ 30] const float _const_15_3 = 0.00050763913895934820;
  35. PL(2): [ 31] const float _const_16_3 = 0.99949240684509277343;
  36. PL(2): [ 32] const float _const_19_3 = -0.00100100087001919746;
  37. PL(2): [ 33] const float _const_20_3 = 1.00100100040435791015;
  38. PL(2): [ 34] const float _const_22_3 = ;
  39. PL(2): [ 35] const float _const_23_3 = 0.00099999993108212947;
  40. PL(2): [ 36] const float _const_24_3 = 0.99900001287460327148;
  41. PL(2): [ 37] const float _const_25_3 = 0.05958483740687370300;
  42. PL(2): [ 38] const float _const_26_3 = 1.14901518821716308593;
  43. PL(2): [ 39] #define _lut_27_3(pos) (texelFetch(_weights_28_3, ivec2(pos), 0).x)
  44. PL(2): [ 40] const float _const_29_3 = 64.00000000000000000000;
  45. PL(2): [ 41] const float _const_30_3 = 64.00000000000000000000;
  46. PL(2): [ 42] const float _const_31_3 = 1.00000000000000000000;
  47. PL(2): [ 43] vec4 _main_35_3() {
  48. PL(2): [ 44] // pl_shader_sample_ortho
  49. PL(2): [ 45] vec4 color = vec4(0.0);
  50. PL(2): [ 46] {
  51. PL(2): [ 47] vec2 pos = _tex_coord_1_3, size = _tex_size_2_3, pt = _tex_pt_3_3;
  52. PL(2): [ 48] vec2 dir = vec2(1.0, 0.0);
  53. PL(2): [ 49] pt *= dir;
  54. PL(2): [ 50] vec2 fcoord2 = fract(pos * size - vec2(0.5));
  55. PL(2): [ 51] float fcoord = dot(fcoord2, dir);
  56. PL(2): [ 52] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
  57. PL(2): [ 53] float weight;
  58. PL(2): [ 54] vec4 ws, c;
  59. PL(2): [ 55] // scaler samples
  60. PL(2): [ 56] ws = _lut_4_3(vec2(0.00000000000000000000, fcoord));
  61. PL(2): [ 57] weight = ws[0];
  62. PL(2): [ 58] c = texture(_src_tex_0_3, base + pt * vec2(0.0));
  63. PL(2): [ 59] color[0] += weight * c[0];
  64. PL(2): [ 60] color[1] += weight * c[1];
  65. PL(2): [ 61] color[2] += weight * c[2];
  66. PL(2): [ 62] weight = ws[1];
  67. PL(2): [ 63] c = texture(_src_tex_0_3, base + pt * vec2(1.0));
  68. PL(2): [ 64] color[0] += weight * c[0];
  69. PL(2): [ 65] color[1] += weight * c[1];
  70. PL(2): [ 66] color[2] += weight * c[2];
  71. PL(2): [ 67] weight = ws[2];
  72. PL(2): [ 68] c = texture(_src_tex_0_3, base + pt * vec2(2.0));
  73. PL(2): [ 69] color[0] += weight * c[0];
  74. PL(2): [ 70] color[1] += weight * c[1];
  75. PL(2): [ 71] color[2] += weight * c[2];
  76. PL(2): [ 72] weight = ws[3];
  77. PL(2): [ 73] c = texture(_src_tex_0_3, base + pt * vec2(3.0));
  78. PL(2): [ 74] color[0] += weight * c[0];
  79. PL(2): [ 75] color[1] += weight * c[1];
  80. PL(2): [ 76] color[2] += weight * c[2];
  81. PL(2): [ 77] ws = _lut_4_3(vec2(1.00000000000000000000, fcoord));
  82. PL(2): [ 78] weight = ws[0];
  83. PL(2): [ 79] c = texture(_src_tex_0_3, base + pt * vec2(4.0));
  84. PL(2): [ 80] color[0] += weight * c[0];
  85. PL(2): [ 81] color[1] += weight * c[1];
  86. PL(2): [ 82] color[2] += weight * c[2];
  87. PL(2): [ 83] weight = ws[1];
  88. PL(2): [ 84] c = texture(_src_tex_0_3, base + pt * vec2(5.0));
  89. PL(2): [ 85] color[0] += weight * c[0];
  90. PL(2): [ 86] color[1] += weight * c[1];
  91. PL(2): [ 87] color[2] += weight * c[2];
  92. PL(2): [ 88] color *= vec4(_const_12_3);
  93. PL(2): [ 89] color.a = 1.0;
  94. PL(2): [ 90] }
  95. PL(2): [ 91] // pl_shader_color_map
  96. PL(2): [ 92] {
  97. PL(2): [ 93] color.rgb = clamp(color.rgb, _const_14_3, _const_13_3);
  98. PL(2): [ 94] #define tone_map(x) (_const_16_3 * (x) + _const_15_3)
  99. PL(2): [ 95] color.rgb = _crosstalk_17_3 * color.rgb;
  100. PL(2): [ 96] color[0] = tone_map(color[0]);
  101. PL(2): [ 97] color[1] = tone_map(color[1]);
  102. PL(2): [ 98] color[2] = tone_map(color[2]);
  103. PL(2): [ 99] color.rgb = _crosstalk_inv_18_3 * color.rgb;
  104. PL(2): [100] #undef tone_map
  105. PL(2): [101] color.rgb = _const_20_3 * color.rgb + _const_19_3;
  106. PL(2): [102] color.rgb = _src2ref_21_3 * color.rgb;
  107. PL(2): [103] color.rgb *= _const_22_3;
  108. PL(2): [104] color.rgb = _const_24_3 * color.rgb + _const_23_3;
  109. PL(2): [105] // pl_shader_delinearize
  110. PL(2): [106] color.rgb = max(color.rgb, 0.0);
  111. PL(2): [107] color.rgb = pow(_const_26_3 * color.rgb, vec3(1.0/2.4)) - vec3(_const_25_3);
  112. PL(2): [108] }
  113. PL(2): [109] // pl_shader_encode_color
  114. PL(2): [110] {
  115. PL(2): [111] }
  116. PL(2): [112] // pl_shader_dither
  117. PL(2): [113] {
  118. PL(2): [114] float bias;
  119. PL(2): [115] vec2 pos = fract(gl_FragCoord.xy * 1.0/_const_29_3);
  120. PL(2): [116] bias = _lut_27_3(ivec2(pos * _const_30_3));
  121. PL(2): [117] color = vec4(255.0) * color + vec4(bias);
  122. PL(2): [118] color = floor(color) * vec4(1.0 / 255.0);
  123. PL(2): [119] }
  124. PL(2): [120] color *= vec4(1.0 / _const_31_3);
  125. PL(2): [121] vec4 _orig_color_32_3 = color;
  126. PL(2): [122] color = vec4(0.0, 0.0, 0.0, 1.0);
  127. PL(2): [123] color[0] = _orig_color_32_3[0];
  128. PL(2): [124] color[1] = _orig_color_32_3[1];
  129. PL(2): [125] color[2] = _orig_color_32_3[2];
  130. PL(2): [126] return color;
  131. PL(2): [127] }
  132. PL(2): [128]
  133. PL(2): [129] void main() {
  134. PL(2): [130] out_color = _main_35_3();
  135. PL(2): [131] }
  136. PL(2): Failed creating render pass for dispatch
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