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Error Log Nokia 8110 4G Android 6 KaiOS 2.5.1

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Aug 18th, 2021
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  1. Ready
  2. at start (app://1f842aa3-a9ed-43e6-9d01-e25e8c74cfe2/js/enroll_script.js:16:3)enroll_script.js:16:3
  3. Image loadedenroll_script.js:24:7
  4. 1
  5. 2 precision highp float;
  6. 3 precision highp int;
  7. 4 precision highp sampler2D;
  8. 5 varying vec2 resultUV;
  9. 6
  10. 7 const vec2 halfCR = vec2(0.5, 0.5);
  11. 8
  12. 9 struct ivec5
  13. 10 {
  14. 11 int x;
  15. 12 int y;
  16. 13 int z;
  17. 14 int w;
  18. 15 int u;
  19. 16 };
  20. 17
  21. 18 struct ivec6
  22. 19 {
  23. 20 int x;
  24. 21 int y;
  25. 22 int z;
  26. 23 int w;
  27. 24 int u;
  28. 25 int v;
  29. 26 };
  30. 27
  31. 28 uniform float NAN;
  32. 29
  33. 30 #define isnan(value) isnan_custom(value)
  34. 31 bool isnan_custom(float val) {
  35. 32 return (val > 0. || val < 1. || val == 0.) ? false : true;face-api.min.js:1:58117
  36. Fragment shader compilation failed.face-api.min.js:1:58143
  37. 33 } face-api.min.js:1:58173
  38. 34 bvec4 isnan_custom(vec4 val) {
  39. 35 return bvec4(isnan(val.x), isnan(val.y), isnan(val.z), isnan(val.w));
  40. 36 }
  41. 37
  42. 38
  43. 39 uniform float INFINITY;
  44. 40
  45. 41 bool isinf(float val) {
  46. 42 return abs(val) == INFINITY;
  47. 43 }
  48. 44 bvec4 isinf(vec4 val) {
  49. 45 return equal(abs(val), vec4(INFINITY));
  50. 46 }
  51. 47
  52. 48
  53. 49 int round(float value) {
  54. 50 return int(floor(value + 0.5));
  55. 51 }
  56. 52
  57. 53 ivec4 round(vec4 value) {
  58. 54 return ivec4(floor(value + vec4(0.5)));
  59. 55 }
  60. 56
  61. 57
  62. 58 int imod(int x, int y) {
  63. 59 return x - y * (x / y);
  64. 60 }
  65. 61
  66. 62 int idiv(int a, int b, float sign) {
  67. 63 int res = a / b;
  68. 64 int mod = imod(a, b);
  69. 65 if (sign < 0. && mod != 0) {
  70. 66 res -= 1;
  71. 67 }
  72. 68 return res;
  73. 69 }
  74. 70
  75. 71 //Based on the work of Dave Hoskins
  76. 72 //https://www.shadertoy.com/view/4djSRW
  77. 73 #define HASHSCALE1 443.8975
  78. 74 float random(float seed){
  79. 75 vec2 p = resultUV * seed;
  80. 76 vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
  81. 77 p3 += dot(p3, p3.yzx + 19.19);
  82. 78 return fract((p3.x + p3.y) * p3.z);
  83. 79 }
  84. 80
  85. 81
  86. 82 vec2 uvFromFlat(int texNumR, int texNumC, int index) {
  87. 83 int texR = index / texNumC;
  88. 84 int texC = index - texR * texNumC;
  89. 85 return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
  90. 86 }
  91. 87 vec2 packedUVfrom1D(int texNumR, int texNumC, int index) {
  92. 88 int texelIndex = index / 2;
  93. 89 int texR = texelIndex / texNumC;
  94. 90 int texC = texelIndex - texR * texNumC;
  95. 91 return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
  96. 92 }
  97. 93
  98. 94
  99. 95 vec2 packedUVfrom2D(int texelsInLogicalRow, int texNumR,
  100. 96 int texNumC, int row, int col) {
  101. 97 int texelIndex = (row / 2) * texelsInLogicalRow + (col / 2);
  102. 98 int texR = texelIndex / texNumC;
  103. 99 int texC = texelIndex - texR * texNumC;
  104. 100 return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
  105. 101 }
  106. 102
  107. 103
  108. 104 vec2 packedUVfrom3D(int texNumR, int texNumC,
  109. 105 int texelsInBatch, int texelsInLogicalRow, int b,
  110. 106 int row, int col) {
  111. 107 int index = b * texelsInBatch + (row / 2) * texelsInLogicalRow + (col / 2);
  112. 108 int texR = index / texNumC;
  113. 109 int texC = index - texR * texNumC;
  114. 110 return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
  115. 111 }
  116. 112
  117. 113
  118. 114
  119. 115 float sampleTexture(sampler2D textureSampler, vec2 uv) {
  120. 116 return texture2D(textureSampler, uv).r;
  121. 117 }
  122. 118
  123. 119
  124. 120 void setOutput(vec4 val) {
  125. 121 gl_FragColor = val;
  126. 122 }
  127. 123
  128. 124 uniform sampler2D A;
  129. 125 uniform int offsetA;
  130. 126
  131. 127 ivec4 getOutputCoords() {
  132. 128 ivec2 resTexRC = ivec2(resultUV.yx *
  133. 129 vec2(208, 416));
  134. 130 int index = resTexRC.x * 416 + resTexRC.y;
  135. 131
  136. 132
  137. 133 int b2 = index / 86528;
  138. 134 index -= b2 * 86528;
  139. 135
  140. 136
  141. 137 int b = index / 208;
  142. 138 index -= b * 208;
  143. 139
  144. 140 int r = 2 * (index / 1);
  145. 141 int c = imod(index, 1) * 2;
  146. 142
  147. 143 return ivec4(b2, b, r, c);
  148. 144 }
  149. 145
  150. 146
  151. 147
  152. 148 float getA(int row, int col) {
  153. 149 vec2 uv = (vec2(col, row) + halfCR) / vec2(416.0, 416.0);
  154. 150 return sampleTexture(A, uv);
  155. 151 }
  156. 152
  157. 153 float getA(int row, int col, int depth, int depth2) {
  158. 154 return getA(col, depth);
  159. 155 }
  160. 156
  161. 157 float getAAtOutCoords() {
  162. 158 ivec4 coords = getOutputCoords();
  163. 159
  164. 160 return getA(coords.x, coords.y, coords.z, coords.w);
  165. 161 }
  166. 162
  167. 163
  168. 164 void main() {
  169. 165 ivec4 rc = getOutputCoords();
  170. 166
  171. 167 if(rc.z >= 416||rc.w >= 1) {
  172. 168 setOutput(vec4(0));
  173. 169 } else {
  174. 170
  175. 171 int r = rc.z;
  176. 172 int c = rc.w;
  177. 173 int rp1 = r + 1;
  178. 174 int cp1 = c + 1;
  179. 175
  180. 176 bool cEdge = cp1 >= 1;
  181. 177 bool rEdge = rp1 >= 416;
  182. 178
  183. 179
  184. 180 setOutput(vec4(getA(rc.x,rc.y,r, c),
  185. 181 cEdge ? 0. : getA(rc.x,rc.y,r, cp1),
  186. 182 rEdge ? 0. : getA(rc.x,rc.y,rp1, c),
  187. 183 rEdge || cEdge ? 0. : getA(rc.x,rc.y,rp1, cp1)));
  188. 184 }
  189. 185 }
  190. 186 face-api.min.js:1:58266
  191.  
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