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@Lgmrszd
Created December 1, 2023 19:32
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vesktop weird gl output
[20088:1201/220115.008315:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // 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 vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
vinCircleEdge_S0 = inCircleEdge;
vinColor_S0 = inColor;
highp vec2 _tmp_0_inPosition = inPosition;
gl_Position = vec4(_tmp_0_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 highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
highp vec4 circleEdge = vinCircleEdge_S0;
mediump vec4 outputColor_S0 = vinColor_S0;
highp float d = length(circleEdge.xy);
mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
edgeAlpha *= innerAlpha;
mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
{
sk_FragColor = outputColor_S0 * outputCoverage_S0;
}
}
Errors:
link failed but did not provide an info log
[20131:1201/220121.421358:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error
------------------------
// Vertex SKSL
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
sampler2D uTextureSampler_0_S0;
in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 100
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
attribute highp vec2 position;
attribute highp vec2 localCoord;
varying highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
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 100
precision mediump float;
precision mediump sampler2D;
uniform sampler2D uTextureSampler_0_S0;
varying highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture2D(uTextureSampler_0_S0, texCoord, -0.5);
{
gl_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[20131:1201/220121.428174:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error
------------------------
// Vertex SKSL
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in float2 localCoord;out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
sk_Position = position.xy01;{
vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * localCoord.xy1).xy;
}
}
// Fragment SKSL
uniform float3x3 umatrix_S1_c0_c0;sampler2D uTextureSampler_0_S1;
in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) {
return sample(uTextureSampler_0_S1, vTransformedCoords_4_S0);}
half4 MatrixEffect_S1_c0_c0(half4 _input) {
return TextureEffect_S1_c0_c0_c0(_input);
}
half4 ToUnpremul_S1_c0(half4 _input) {
_input = MatrixEffect_S1_c0_c0(_input);
half4 _tmp_0_inColor = _input;
float4 color = float4(_input);
color = floor(color * 255.0 + 0.5) * 0.003921569;
color.xyz = color.w <= 0.0 ? float3(0.0) : floor((color.xyz / color.w) * 255.0 + 0.5) * 0.003921569;
return half4(half4(color));
}
half4 HighPrecision_S1(half4 _input) {
return ToUnpremul_S1_c0(_input);}
void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = HighPrecision_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 100
precision highp float;
precision highp sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0;
attribute highp vec2 position;
attribute highp vec2 localCoord;
varying highp vec2 vTransformedCoords_4_S0;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
{
vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * vec3(localCoord, 1.0)).xy;
}
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 100
precision highp float;
precision highp sampler2D;
uniform highp mat3 umatrix_S1_c0_c0;
uniform sampler2D uTextureSampler_0_S1;
varying highp vec2 vTransformedCoords_4_S0;
void main() {
highp vec4 outputColor_S0 = vec4(1.0);
highp vec4 _3_input = outputColor_S0;
_3_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_4_S0, -0.5);
highp vec4 _5_color = _3_input;
_5_color = floor(_5_color * 255.0 + 0.5) * 0.003921569;
_5_color.xyz = _5_color.w <= 0.0 ? vec3(0.0) : floor((_5_color.xyz / _5_color.w) * 255.0 + 0.5) * 0.003921569;
highp vec4 output_S1 = _5_color;
{
gl_FragColor = output_S1;
}
}
Errors:
link failed but did not provide an info log
[20131:1201/220121.434864:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error
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