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@kalle
Created June 5, 2016 16:34
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Weird crash in glLinkProgram()
varying highp vec2 v_TexCoordinate;
uniform sampler2D u_Texture[2];
uniform highp vec3 u_set1;
uniform highp vec3 u_set2;
uniform highp vec2 img_size;
void main ()
{
highp float lb_1;
highp float lc_2;
highp float ld_3;
highp float lf_5;
highp vec4 lg_6;
highp vec4 lh_7;
highp vec4 li_8;
highp vec4 lj_9;
lowp float lk_10;
lowp vec2 ll_11;
highp vec4 lm_12;
highp vec2 ln_13;
ln_13 = v_TexCoordinate;
highp vec4 lo_14;
lo_14.xy = u_set1.xy;
lo_14.z = u_set2.x;
lo_14.w = u_set2.y;
lm_12 = ((2.0 * lo_14) * lo_14);
lowp vec2 lp_15;
lp_15 = ((texture2D (u_Texture[1], v_TexCoordinate).xy * 2.0) - 1.0);
lowp vec2 lq_16;
lq_16.x = lp_15.y;
lq_16.y = -(lp_15.x);
ll_11 = lq_16;
lowp vec2 lr_17;
lr_17 = abs(lq_16);
lowp float ls_18;
if ((lr_17.x > lr_17.y)) {
ls_18 = lr_17.x;
} else {
ls_18 = lr_17.y;
};
lowp float lt_19;
lt_19 = (1.0/(ls_18));
lk_10 = lt_19;
ll_11 = (lq_16 / img_size);
lowp vec3 lu_20;
lu_20 = texture2D (u_Texture[0], v_TexCoordinate).xyz;
highp vec4 lv_21;
lv_21 = lu_20.xxxx;
lj_9 = lv_21;
highp vec4 lw_22;
lw_22 = lu_20.yyyy;
li_8 = lw_22;
highp vec4 lx_23;
lx_23 = lu_20.zzzz;
lh_7 = lx_23;
lg_6 = vec4(1.0, 1.0, 1.0, 1.0);
highp float ly_24;
ly_24 = lo_14.x;
if ((u_set1.y > u_set1.x)) {
ly_24 = lo_14.y;
};
if ((u_set2.x > ly_24)) {
ly_24 = lo_14.z;
};
if ((u_set2.y > ly_24)) {
ly_24 = lo_14.w;
};
lf_5 = (2.0 * ly_24);
for (lowp float le_4 = lt_19; le_4 <= lf_5; le_4 = (le_4 + lk_10)) {
lowp vec4 lz_25;
lz_25 = exp(((
-(le_4)
* le_4) / lm_12));
lg_6 = (lg_6 + (2.0 * lz_25));
lowp vec3 lab_26;
lab_26 = texture2D (u_Texture[0], (ln_13 - (le_4 * ll_11))).xyz;
lowp vec3 lbb_27;
lbb_27 = texture2D (u_Texture[0], (ln_13 + (le_4 * ll_11))).xyz;
lj_9 = (lj_9 + (lz_25 * (lab_26.xxxx + lbb_27.xxxx)));
li_8 = (li_8 + (lz_25 * (lab_26.yyyy + lbb_27.yyyy)));
lh_7 = (lh_7 + (lz_25 * (lab_26.zzzz + lbb_27.zzzz)));
};
lj_9 = (lj_9 / lg_6);
li_8 = (li_8 / lg_6);
lh_7 = (lh_7 / lg_6);
highp float lcb_28;
lcb_28 = (lj_9.x - (u_set1.z * lj_9.y));
ld_3 = lcb_28;
highp float ldb_29;
ldb_29 = (li_8.x - (u_set1.z * li_8.y));
lc_2 = ldb_29;
highp float leb_30;
leb_30 = (lh_7.x - (u_set1.z * lh_7.y));
lb_1 = leb_30;
highp vec3 lfb_31;
lfb_31.x = lcb_28;
lfb_31.y = ldb_29;
lfb_31.z = leb_30;
highp float lgb_32;
lgb_32 = lfb_31.x;
if ((ldb_29 < lcb_28)) {
lgb_32 = lfb_31.y;
};
if ((leb_30 < lgb_32)) {
lgb_32 = lfb_31.z;
};
ld_3 = (lj_9.z - (u_set2.z * lj_9.w));
lc_2 = (li_8.z - (u_set2.z * li_8.w));
lb_1 = (lh_7.z - (u_set2.z * lh_7.w));
highp vec3 lhb_33;
lhb_33.x = ld_3;
lhb_33.y = lc_2;
lhb_33.z = lb_1;
highp float lib_34;
lib_34 = lhb_33.x;
if ((lc_2 < ld_3)) {
lib_34 = lhb_33.y;
};
if ((lb_1 < lib_34)) {
lib_34 = lhb_33.z;
};
highp vec2 ljb_35;
ljb_35.x = lgb_32;
ljb_35.y = lib_34;
mediump vec4 lkb_36;
lkb_36.zw = vec2(0.0, 1.0);
lkb_36.xy = ((ljb_35 + 1.0) / 2.0);
gl_FragColor = lkb_36;
}
attribute vec4 a_Position;
attribute vec4 a_TexCoordinate;
varying vec2 v_TexCoordinate;
void main()
{
gl_Position = a_Position;
v_TexCoordinate = a_TexCoordinate.xy;
}
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