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@pjanik
Created August 17, 2012 07:38
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chrome://gpu/ after GPU crash, Chrome 22.0.1229.6 dev
Graphics Feature Status
Canvas: Hardware accelerated
Compositing: Hardware accelerated
3D CSS: Hardware accelerated
CSS Animation: Accelerated
WebGL: Hardware accelerated
WebGL multisampling: Hardware accelerated
Flash 3D: Hardware accelerated
Flash Stage3D: Hardware accelerated
Texture Sharing: Hardware accelerated
undefined: Hardware accelerated
Version Information
Data exported Fri Aug 17 2012 09:35:51 GMT+0200 (CEST)
Chrome version 22.0.1229.6 (Official Build 151414) dev
Operating system Linux 3.2.0-29-generic
Software rendering list version
ANGLE revision 1243
2D graphics backend Skia
Driver Information
Initialization time 43
GPU0 VENDOR = 0x8086, DEVICE= 0x0046
Optimus false
AMD switchable false
Driver vendor NVIDIA
Driver version 304.37
Driver date
Pixel shader version
Vertex shader version
GL version
GL_VENDOR
GL_RENDERER
GL_VERSION
GL_EXTENSIONS
Log Messages
GpuProcessHostUIShim: GPU Process Crashed.
[28223:28223:18985904885:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985910594:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985924756:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985927763:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985943207:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985946180:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18985996989:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18985998492:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18985999598:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vStage3 = aTexCoord0; { // stage 3 Single Texture } } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vStage3 = aTexCoord0); } --info-log--
[28223:28223:18986001178:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986002572:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986003597:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vStage3 = aTexCoord0; { // stage 3 Single Texture } } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vStage3 = aTexCoord0); } --info-log--
[28223:28223:18986004486:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986005340:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986006178:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986007015:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986835802:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- attribute vec4 _gl_Vertex; attribute vec4 _gl_TexCoord; attribute vec3 _gl_Normal; attribute vec4 _gl_Color; varying vec2 coord; void main() { coord = _gl_Vertex.xy * 0.5 + 0.5; gl_Position = vec4(_gl_Vertex.xyz, 1.0); } --translated-shader-- attribute vec4 _gl_Vertex; attribute vec4 _gl_TexCoord; attribute vec3 _gl_Normal; attribute vec4 _gl_Color; varying vec2 coord; void main(){ (coord = ((_gl_Vertex.xy * 0.5) + 0.5)); (gl_Position = vec4(_gl_Vertex.xyz, 1.0)); } --info-log--
[28223:28223:18986902359:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986903762:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986913346:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986915046:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986942244:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986943676:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); } --info-log--
[28223:28223:18986963461:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986965180:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986966787:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vStage3 = aTexCoord0; { // stage 3 Single Texture } } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vStage3 = aTexCoord0); } --info-log--
[28223:28223:18986967918:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986969243:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986971442:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vStage3 = aTexCoord0; { // stage 3 Single Texture } } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec2 aTexCoord0; varying vec2 vStage3; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vStage3 = aTexCoord0); } --info-log--
[28223:28223:18986973022:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #extension GL_OES_standard_derivatives: enable uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986974003:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986974957:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
[28223:28223:18986975889:ERROR:program_manager.cc(465)] : Shader translator allowed/produced an invalid shader unless the driver is buggy: --original-shader-- #version 100 uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main() { vec3 pos3 = uViewM * vec3(aPosition, 1); gl_Position = vec4(pos3.xy, 0, pos3.z); vColor = aColor; vEdge = aEdge; } --translated-shader-- uniform mat3 uViewM; attribute vec2 aPosition; attribute vec4 aColor; attribute vec4 aEdge; varying vec4 vColor; varying vec4 vEdge; void main(){ vec3 pos3 = (uViewM * vec3(aPosition, 1.0)); (gl_Position = vec4(pos3.xy, 0.0, pos3[2])); (vColor = aColor); (vEdge = aEdge); } --info-log--
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