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Last active May 28, 2021 20:09
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mpv.conf
[ 0.005][v][cplayer] mpv 0.33.0-162-gf4e89dde36 Copyright © 2000-2020 mpv/MPlayer/mplayer2 projects
[ 0.005][v][cplayer] built on Sat May 22 11:09:15 EEST 2021
[ 0.005][v][cplayer] FFmpeg library versions:
[ 0.005][v][cplayer] libavutil 57.0.100
[ 0.005][v][cplayer] libavcodec 59.1.100
[ 0.005][v][cplayer] libavformat 59.2.101
[ 0.005][v][cplayer] libswscale 6.0.100
[ 0.005][v][cplayer] libavfilter 8.0.101
[ 0.005][v][cplayer] libswresample 4.0.100
[ 0.005][v][cplayer] FFmpeg version: N-102572-gf27e3ccf06
[ 0.005][v][cplayer]
[ 0.005][v][cplayer] Configuration: ./waf configure --disable-debug-build --prefix=/home/realnc/opt/mpv --disable-libbluray --enable-rubberband --enable-zimg --disable-sdl2 --disable-sdl2-gamepad --disable-sdl2-audio --disable-oss-audio --enable-pulse --disable-jack --disable-openal --disable-opensles --disable-alsa --disable-sdl2-video --disable-vdpau --disable-vdpau-gl-x11 --enable-vulkan --disable-wayland
[ 0.005][v][cplayer] List of enabled features: asm build-date cplayer cplugins cuda-hwaccel cuda-interop drm egl egl-drm egl-helpers egl-x11 ffmpeg ffnvcodec gbm gbm.h gl glibc-thread-name glob glob-posix gpl iconv javascript jpeg lcms2 libarchive libass libavdevice libdl libm libplacebo librt linux-fstatfs linux-input-event-codes lua luajit optimize posix posix-or-mingw pthreads pulse rubberband shaderc shaderc-shared stdatomic uchardet vt.h vulkan wayland-protocols x11 xv zimg zlib
[ 0.005][v][cplayer] Command line options: 'Pandora's Star (Unabridged).m4b' '--log-file=mpv.log' '--speed=0.9'
[ 0.005][v][cplayer] mpv 0.33.0-162-gf4e89dde36 Copyright © 2000-2020 mpv/MPlayer/mplayer2 projects
[ 0.005][v][cplayer] built on Sat May 22 11:09:15 EEST 2021
[ 0.005][v][cplayer] FFmpeg library versions:
[ 0.005][v][cplayer] libavutil 57.0.100
[ 0.005][v][cplayer] libavcodec 59.1.100
[ 0.005][v][cplayer] libavformat 59.2.101
[ 0.005][v][cplayer] libswscale 6.0.100
[ 0.005][v][cplayer] libavfilter 8.0.101
[ 0.005][v][cplayer] libswresample 4.0.100
[ 0.005][v][cplayer] FFmpeg version: N-102572-gf27e3ccf06
[ 0.005][v][cplayer]
[ 0.005][v][cplayer] Configuration: ./waf configure --disable-debug-build --prefix=/home/realnc/opt/mpv --disable-libbluray --enable-rubberband --enable-zimg --disable-sdl2 --disable-sdl2-gamepad --disable-sdl2-audio --disable-oss-audio --enable-pulse --disable-jack --disable-openal --disable-opensles --disable-alsa --disable-sdl2-video --disable-vdpau --disable-vdpau-gl-x11 --enable-vulkan --disable-wayland
[ 0.005][v][cplayer] List of enabled features: asm build-date cplayer cplugins cuda-hwaccel cuda-interop drm egl egl-drm egl-helpers egl-x11 ffmpeg ffnvcodec gbm gbm.h gl glibc-thread-name glob glob-posix gpl iconv javascript jpeg lcms2 libarchive libass libavdevice libdl libm libplacebo librt linux-fstatfs linux-input-event-codes lua luajit optimize posix posix-or-mingw pthreads pulse rubberband shaderc shaderc-shared stdatomic uchardet vt.h vulkan wayland-protocols x11 xv zimg zlib
[ 0.005][d][global] config path: '' -> '/home/realnc/.config/mpv'
[ 0.005][d][global] user path: '~~home/' -> '/home/realnc/.config/mpv'
[ 0.005][d][global] user path: '~~old_home/' -> '/home/realnc/.mpv'
[ 0.005][d][global] config path: 'encoding-profiles.conf' -/-> '/home/realnc/.config/mpv/encoding-profiles.conf'
[ 0.005][d][global] config path: 'encoding-profiles.conf' -/-> '/home/realnc/.mpv/encoding-profiles.conf'
[ 0.005][d][global] config path: 'encoding-profiles.conf' -> '/home/realnc/opt/mpv/etc/mpv/encoding-profiles.conf'
[ 0.005][v][cplayer] Reading config file /home/realnc/opt/mpv/etc/mpv/encoding-profiles.conf
[ 0.006][v][cplayer] Applying profile 'default'...
[ 0.006][d][global] config path: 'mpv.conf' -> '/home/realnc/.config/mpv/mpv.conf'
[ 0.006][d][global] config path: 'config' -/-> '/home/realnc/.config/mpv/config'
[ 0.006][d][global] config path: 'mpv.conf' -/-> '/home/realnc/.mpv/mpv.conf'
[ 0.006][d][global] config path: 'config' -/-> '/home/realnc/.mpv/config'
[ 0.006][d][global] config path: 'mpv.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/mpv.conf'
[ 0.006][d][global] config path: 'config' -/-> '/home/realnc/opt/mpv/etc/mpv/config'
[ 0.006][v][cplayer] Reading config file /home/realnc/.config/mpv/mpv.conf
[ 0.006][v][cplayer] Applying profile 'default'...
[ 0.006][v][cplayer] Setting option 'vo' = 'gpu' (flags = 4)
[ 0.006][v][cplayer] Setting option 'profile' = 'gpu-hq' (flags = 4)
[ 0.006][v][cplayer] Applying profile 'gpu-hq'...
[ 0.006][v][cplayer] Setting option 'scale' = 'spline36' (flags = 4)
[ 0.006][v][cplayer] Setting option 'cscale' = 'spline36' (flags = 4)
[ 0.006][v][cplayer] Setting option 'dscale' = 'mitchell' (flags = 4)
[ 0.006][v][cplayer] Setting option 'dither-depth' = 'auto' (flags = 4)
[ 0.006][v][cplayer] Setting option 'correct-downscaling' = 'yes' (flags = 4)
[ 0.006][v][cplayer] Setting option 'linear-downscaling' = 'yes' (flags = 4)
[ 0.006][v][cplayer] Setting option 'sigmoid-upscaling' = 'yes' (flags = 4)
[ 0.006][v][cplayer] Setting option 'deband' = 'yes' (flags = 4)
[ 0.006][v][cplayer] Setting option 'scale' = 'ewa_lanczossharp' (flags = 4)
[ 0.006][v][cplayer] Setting option 'dscale' = 'mitchell' (flags = 4)
[ 0.006][v][cplayer] Setting option 'blend-subtitles' = 'video' (flags = 4)
[ 0.007][v][cplayer] Setting option 'vd-lavc-threads' = '4' (flags = 4)
[ 0.007][v][cplayer] Setting option 'ad-lavc-threads' = '1' (flags = 4)
[ 0.007][v][cplayer] Setting option 'geometry' = '50%x50%+100%+100%' (flags = 4)
[ 0.007][v][cplayer] Setting option 'window-dragging' = 'no' (flags = 4)
[ 0.007][v][cplayer] Setting option 'keep-open' = 'yes' (flags = 4)
[ 0.007][v][cplayer] Setting option 'keep-open-pause' = 'no' (flags = 4)
[ 0.007][v][cplayer] Setting option 'cursor-autohide-fs-only' = '' (flags = 4)
[ 0.007][v][cplayer] Setting option 'ytdl-format' = 'bestvideo[vcodec^=av01][width>?2500][width<=?2560]+bestaudio/bestvideo[ext=webm][width>?2500][width<=?2560]+bestaudio/bestvideo[ext=mp4][width>?2500][width<=?2560]+bestaudio/bestvideo[vcodec^=av01][width>?1800][width<=?1920]+bestaudio/bestvideo[ext=webm][width>?1800][width<=?1920]+bestaudio/bestvideo[ext=mp4][width>?1800][width<=?1920]+bestaudio/bestvideo[vcodec^=av01][width>?1100][width<=?1280]+bestaudio/bestvideo[ext=webm][width>?1100][width<=?1280]+bestaudio/bestvideo[ext=mp4][width>?1100][width<=?1280]+bestaudio/bestvideo[vcodec^=av01][width>?800][width<=?1024]+bestaudio/bestvideo[ext=webm][width>?800][width<=?1024]+bestaudio/bestvideo[ext=mp4][width>?800][width<=?1024]+bestaudio/bestvideo[vcodec^=av01][width>?600][width<=?800]+bestaudio/bestvideo[ext=webm][width>?600][width<=?800]+bestaudio/bestvideo[ext=mp4][width>?600][width<=?800]+bestaudio/bestvideo[vcodec^=av01][width>?400][width<=?580]+bestaudio/bestvideo[ext=webm][width>?400][width<=?580]+bestaudio/bestvideo[ext=mp4][width>?400][width<=?580]+bestaudio/bestvideo[vcodec^=av01][width>?200][width<=?400]+bestaudio/bestvideo[ext=webm][width>?200][width<=?400]+bestaudio/bestvideo[ext=mp4][width>?200][width<=?400]+bestaudio/best' (flags = 4)
[ 0.007][v][cplayer] Setting option 'af' = '@comp:!compand=.3|.3:1|1:-90/-60|-60/-40|-40/-30|-20/-20:6:0:-90:0.2' (flags = 4)
[ 0.007][v][cplayer] Setting option 'log-file' = 'mpv.log' (flags = 8)
[ 0.007][v][cplayer] Setting option 'speed' = '0.9' (flags = 8)
[ 0.008][d][global] config path: 'input.conf' -> '/home/realnc/.config/mpv/input.conf'
[ 0.008][d][global] config path: 'input.conf' -/-> '/home/realnc/.mpv/input.conf'
[ 0.008][d][global] config path: 'input.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/input.conf'
[ 0.008][d][global] user path: '/home/realnc/.config/mpv/input.conf' -> '/home/realnc/.config/mpv/input.conf'
[ 0.008][v][file] Opening /home/realnc/.config/mpv/input.conf
[ 0.008][d][file] resize stream to 131072 bytes, drop 0 bytes
[ 0.008][d][file] Stream opened successfully.
[ 0.008][v][input] Parsing input config file /home/realnc/.config/mpv/input.conf
[ 0.008][v][input] Input config file /home/realnc/.config/mpv/input.conf parsed: 1 binds
[ 0.008][d][global] user path: 'mpv.log' -> 'mpv.log'
[ 0.008][d][osc] Loading lua script @osc.lua...
[ 0.008][d][ytdl_hook] Loading lua script @ytdl_hook.lua...
[ 0.008][d][stats] Loading lua script @stats.lua...
[ 0.008][d][console] Loading lua script @console.lua...
[ 0.008][d][auto_profiles] Loading lua script @auto_profiles.lua...
[ 0.008][d][global] config path: 'scripts' -/-> '/home/realnc/.config/mpv/scripts'
[ 0.008][d][global] config path: 'scripts' -/-> '/home/realnc/.mpv/scripts'
[ 0.008][d][global] config path: 'scripts' -/-> '/home/realnc/opt/mpv/etc/mpv/scripts'
[ 0.008][v][cplayer] Waiting for scripts...
[ 0.008][d][osc] loading mp.defaults
[ 0.008][d][console] loading mp.defaults
[ 0.008][d][stats] loading mp.defaults
[ 0.008][d][ytdl_hook] loading mp.defaults
[ 0.008][d][auto_profiles] loading mp.defaults
[ 0.009][d][osc] loading @osc.lua
[ 0.009][d][ytdl_hook] loading @ytdl_hook.lua
[ 0.009][d][console] loading @console.lua
[ 0.009][d][auto_profiles] loading @auto_profiles.lua
[ 0.009][d][stats] loading @stats.lua
[ 0.010][d][auto_profiles] Exiting...
[ 0.010][d][console] reading options for console
[ 0.010][d][ytdl_hook] reading options for ytdl_hook
[ 0.010][d][global] config path: 'script-opts/console.conf' -/-> '/home/realnc/.config/mpv/script-opts/console.conf'
[ 0.010][d][global] config path: 'script-opts/console.conf' -/-> '/home/realnc/.mpv/script-opts/console.conf'
[ 0.010][d][global] config path: 'script-opts/ytdl_hook.conf' -/-> '/home/realnc/.config/mpv/script-opts/ytdl_hook.conf'
[ 0.010][d][global] config path: 'script-opts/ytdl_hook.conf' -/-> '/home/realnc/.mpv/script-opts/ytdl_hook.conf'
[ 0.010][d][global] config path: 'script-opts/console.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/script-opts/console.conf'
[ 0.010][d][global] config path: 'script-opts/ytdl_hook.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/script-opts/ytdl_hook.conf'
[ 0.010][d][console] script-opts/console.conf not found.
[ 0.010][d][global] config path: 'lua-settings/console.conf' -/-> '/home/realnc/.config/mpv/lua-settings/console.conf'
[ 0.010][d][global] config path: 'lua-settings/console.conf' -/-> '/home/realnc/.mpv/lua-settings/console.conf'
[ 0.010][d][ytdl_hook] script-opts/ytdl_hook.conf not found.
[ 0.010][d][global] config path: 'lua-settings/console.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/lua-settings/console.conf'
[ 0.010][d][console] lua-settings/console.conf not found.
[ 0.010][d][global] config path: 'lua-settings/ytdl_hook.conf' -/-> '/home/realnc/.config/mpv/lua-settings/ytdl_hook.conf'
[ 0.010][d][global] config path: 'lua-settings/ytdl_hook.conf' -/-> '/home/realnc/.mpv/lua-settings/ytdl_hook.conf'
[ 0.010][d][global] config path: 'lua-settings/ytdl_hook.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/lua-settings/ytdl_hook.conf'
[ 0.010][d][ytdl_hook] lua-settings/ytdl_hook.conf not found.
[ 0.010][d][stats] reading options for stats
[ 0.010][d][global] config path: 'script-opts/stats.conf' -/-> '/home/realnc/.config/mpv/script-opts/stats.conf'
[ 0.010][d][global] config path: 'script-opts/stats.conf' -/-> '/home/realnc/.mpv/script-opts/stats.conf'
[ 0.010][d][global] config path: 'script-opts/stats.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/script-opts/stats.conf'
[ 0.010][d][stats] script-opts/stats.conf not found.
[ 0.010][d][global] config path: 'lua-settings/stats.conf' -/-> '/home/realnc/.config/mpv/lua-settings/stats.conf'
[ 0.010][d][global] config path: 'lua-settings/stats.conf' -/-> '/home/realnc/.mpv/lua-settings/stats.conf'
[ 0.010][d][global] config path: 'lua-settings/stats.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/lua-settings/stats.conf'
[ 0.010][d][stats] lua-settings/stats.conf not found.
[ 0.011][d][global] config path: 'fonts' -/-> '/home/realnc/.config/mpv/fonts'
[ 0.011][d][global] config path: 'fonts' -/-> '/home/realnc/.mpv/fonts'
[ 0.011][d][global] config path: 'fonts' -/-> '/home/realnc/opt/mpv/etc/mpv/fonts'
[ 0.011][d][osd/libass] ASS library version: 0x1501000 (runtime 0x1501000)
[ 0.011][v][osd/libass] libass API version: 0x1501000
[ 0.011][v][osd/libass] libass source: commit: 0.15.1-5-gb9f34688f6ef1988136ba5e90a91ae8ac9b8a55f
[ 0.011][v][osd/libass] Shaper: FriBidi 1.0.10 (SIMPLE) HarfBuzz-ng 2.8.1 (COMPLEX)
[ 0.011][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/.config/mpv/subfont.ttf'
[ 0.011][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/.mpv/subfont.ttf'
[ 0.011][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/opt/mpv/etc/mpv/subfont.ttf'
[ 0.011][d][global] config path: 'fonts.conf' -/-> '/home/realnc/.config/mpv/fonts.conf'
[ 0.011][d][global] config path: 'fonts.conf' -/-> '/home/realnc/.mpv/fonts.conf'
[ 0.011][d][global] config path: 'fonts.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/fonts.conf'
[ 0.011][v][osd/libass] Setting up fonts...
[ 0.012][d][osc] reading options for osc
[ 0.012][d][global] config path: 'script-opts/osc.conf' -/-> '/home/realnc/.config/mpv/script-opts/osc.conf'
[ 0.012][d][global] config path: 'script-opts/osc.conf' -/-> '/home/realnc/.mpv/script-opts/osc.conf'
[ 0.012][d][global] config path: 'script-opts/osc.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/script-opts/osc.conf'
[ 0.012][d][osc] script-opts/osc.conf not found.
[ 0.012][d][global] config path: 'lua-settings/osc.conf' -/-> '/home/realnc/.config/mpv/lua-settings/osc.conf'
[ 0.012][d][global] config path: 'lua-settings/osc.conf' -/-> '/home/realnc/.mpv/lua-settings/osc.conf'
[ 0.012][d][global] config path: 'lua-settings/osc.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/lua-settings/osc.conf'
[ 0.012][d][osc] lua-settings/osc.conf not found.
[ 0.019][v][osd/libass] Using font provider fontconfig
[ 0.019][v][osd/libass] Done.
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="input_stats", contents="i script-binding stats/display-stats\nI script-binding stats/display-stats-toggle\n", flags="default"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="input_stats", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_stats", contents="", flags="force"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_stats", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="input_console", contents="", flags="default"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="input_console", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_console", contents="", flags="force"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_console", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="showhide", contents="mouse_move script-binding osc/__keybinding1\nmouse_leave script-binding osc/__keybinding2\n", flags="force"]
[ 0.020][d][cplayer] Run command: define-section, flags=64, args=[name="showhide_wc", contents="mouse_move script-binding osc/__keybinding3\nmouse_leave script-binding osc/__keybinding4\n", flags="force"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="showhide", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.020][d][cplayer] Run command: enable-section, flags=64, args=[name="showhide_wc", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.021][d][cplayer] Run command: define-section, flags=64, args=[name="input", contents="mbtn_left script-binding osc/__keybinding5\nshift+mbtn_left script-binding osc/__keybinding6\nmbtn_right script-binding osc/__keybinding7\nmbtn_mid script-binding osc/__keybinding8\nwheel_up script-binding osc/__keybinding9\nwheel_down script-binding osc/__keybinding10\nmbtn_left_dbl ignore\nshift+mbtn_left_dbl ignore\nmbtn_right_dbl ignore\n", flags="force"]
[ 0.021][d][cplayer] Run command: enable-section, flags=64, args=[name="input", flags=""]
[ 0.021][d][cplayer] Run command: define-section, flags=64, args=[name="window-controls", contents="mbtn_left script-binding osc/__keybinding11\n", flags="force"]
[ 0.021][d][cplayer] Run command: enable-section, flags=64, args=[name="window-controls", flags=""]
[ 0.021][d][cplayer] Run command: disable-section, flags=64, args=[name="input"]
[ 0.021][d][cplayer] Run command: disable-section, flags=64, args=[name="window-controls"]
[ 0.021][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.021][v][cplayer] Set property: shared-script-properties -> 1
[ 0.021][v][cplayer] Done loading scripts.
[ 0.021][d][global] config path: 'watch_later' -> '/home/realnc/.config/mpv/watch_later'
[ 0.021][v][cplayer] Running hook: ytdl_hook/on_load
[ 0.021][d][osc] osc_init
[ 0.021][v][ytdl_hook] ytdl:// hook
[ 0.021][v][ytdl_hook] not a ytdl:// url
[ 0.021][v][file] Opening Pandora's Star (Unabridged).m4b
[ 0.021][d][file] resize stream to 131072 bytes, drop 0 bytes
[ 0.021][d][file] Stream opened successfully.
[ 0.021][v][demux] Trying demuxers for level=normal.
[ 0.021][d][demux] Trying demuxer: disc (force-level: normal)
[ 0.021][d][demux] Trying demuxer: edl (force-level: normal)
[ 0.021][d][demux] Trying demuxer: cue (force-level: normal)
[ 0.021][d][demux] Trying demuxer: rawaudio (force-level: normal)
[ 0.021][d][demux] Trying demuxer: rawvideo (force-level: normal)
[ 0.021][d][demux] Trying demuxer: mkv (force-level: normal)
[ 0.021][d][demux] Trying demuxer: libarchive (force-level: normal)
[ 0.021][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.021][v][cplayer] Set property: shared-script-properties -> 1
[ 0.021][d][global] config path: 'fonts' -/-> '/home/realnc/.config/mpv/fonts'
[ 0.021][d][global] config path: 'fonts' -/-> '/home/realnc/.mpv/fonts'
[ 0.022][d][global] config path: 'fonts' -/-> '/home/realnc/opt/mpv/etc/mpv/fonts'
[ 0.022][d][osd/libass] ASS library version: 0x1501000 (runtime 0x1501000)
[ 0.022][v][osd/libass] libass API version: 0x1501000
[ 0.022][v][osd/libass] libass source: commit: 0.15.1-5-gb9f34688f6ef1988136ba5e90a91ae8ac9b8a55f
[ 0.022][v][osd/libass] Shaper: FriBidi 1.0.10 (SIMPLE) HarfBuzz-ng 2.8.1 (COMPLEX)
[ 0.022][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/.config/mpv/subfont.ttf'
[ 0.022][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/.mpv/subfont.ttf'
[ 0.022][d][demux] Trying demuxer: lavf (force-level: normal)
[ 0.022][d][global] config path: 'subfont.ttf' -/-> '/home/realnc/opt/mpv/etc/mpv/subfont.ttf'
[ 0.022][d][global] config path: 'fonts.conf' -/-> '/home/realnc/.config/mpv/fonts.conf'
[ 0.022][d][global] config path: 'fonts.conf' -/-> '/home/realnc/.mpv/fonts.conf'
[ 0.022][d][global] config path: 'fonts.conf' -/-> '/home/realnc/opt/mpv/etc/mpv/fonts.conf'
[ 0.022][v][osd/libass] Setting up fonts...
[ 0.025][v][lavf] Found 'mov,mp4,m4a,3gp,3g2,mj2' at score=100 size=2048.
[ 0.031][v][osd/libass] Using font provider fontconfig
[ 0.031][v][osd/libass] Done.
[ 0.031][d][cplayer] Run command: define-section, flags=64, args=[name="input_osc", contents="", flags="default"]
[ 0.031][d][cplayer] Run command: enable-section, flags=64, args=[name="input_osc", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.031][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_osc", contents="", flags="force"]
[ 0.031][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_osc", flags="allow-hide-cursor+allow-vo-dragging"]
[ 0.032][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.032][v][cplayer] Set property: shared-script-properties -> 1
[ 0.032][d][osc] osc_init
[ 0.032][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.032][v][cplayer] Set property: shared-script-properties -> 1
[ 0.177][w][ffmpeg/demuxer] mov,mp4,m4a,3gp,3g2,mj2: stream 0, timescale not set
[ 0.177][v][demux] Detected file format: mov,mp4,m4a,3gp,3g2,mj2 (libavformat)
[ 0.177][v][cplayer] Opening done: Pandora's Star (Unabridged).m4b
[ 0.177][v][find_files] Loading external files in .
[ 0.177][d][global] config path: 'sub' -/-> '/home/realnc/.config/mpv/sub'
[ 0.177][d][global] config path: 'sub' -/-> '/home/realnc/.mpv/sub'
[ 0.177][d][global] config path: 'sub' -/-> '/home/realnc/opt/mpv/etc/mpv/sub'
[ 0.177][v][cplayer] Running hook: ytdl_hook/on_preloaded
[ 0.177][v][lavf] select track 0
[ 0.177][v][lavf] select track 1
[ 0.177][i][cplayer] (+) Video --vid=1 [P] (mjpeg)
[ 0.177][i][cplayer] (+) Audio --aid=1 (*) (aac 2ch 22050Hz)
[ 0.177][i][display-tags] File tags:
[ 0.177][i][display-tags] Artist: Peter F. Hamilton
[ 0.177][i][display-tags] Album: Pandora's Star (Unabridged)
[ 0.177][i][display-tags] Comment: Critics have compared the engrossing space operas of Peter F. Hamilton to the classic sagas of such SF giants as Isaac Asimov and Frank Herbert. But Hamilton's best-selling fiction - powered by a fearless imagination and world-class storytelling skills -
[ 0.177][i][display-tags] Composer: John Lee
[ 0.177][i][display-tags] Date: 2008
[ 0.177][i][display-tags] Description: Critics have compared the engrossing space operas of Peter F. Hamilton to the classic sagas of such SF giants as Isaac Asimov and Frank Herbert. But Hamilton's best-selling fiction - powered by a fearless imagination and world-class storytelling skills - has also earned him comparison to Tolstoy and Dickens. Hugely ambitious, wildly entertaining, philosophically stimulating: the novels of Peter F. Hamilton will change the way you think about science fiction. Now, with Pandora's Star, he begins a new multi-volume adventure, one that promises to be his most mind-blowing yet. The year is 2380. The Intersolar Commonwealth, a sphere of stars some 400 light-years in diameter, contains more than 600 worlds, interconnected by a web of transport "tunnels" known as wormholes. At the farthest edge of the Commonwealth, astronomer Dudley Bose observes the impossible: Over 1,000 light-years away, a star...vanishes. It does not go supernova. It does not collapse into a black hole. It simply disappears. Since the location is too distant to reach by wormhole, a faster-than-light starship, the Second Chance, is dispatched to learn what has occurred and whether it represents a threat. In command is Wilson Kime, a five-time rejuvenated ex-NASA pilot whose glory days are centuries behind him. Opposed to the mission are the Guardians of Selfhood, a cult that believes the human race is being manipulated by an alien entity they call the Starflyer. Bradley Johansson, leader of the Guardians, warns of sabotage, fearing the Starflyer means to use the starship's mission for its own ends. Pursued by a Commonwealth special agent convinced the Guardians are crazy but dangerous, Johansson flees. But the danger is not averted. Aboard the Second Chance, Kime wonders if his crew has been infiltrated. Soon enough, he will have other worries. A thousand light-years away, something truly incredible is waiting: a deadly discovery, the unleashing of which will threaten to destroy t...
[ 0.177][i][display-tags] Genre: Audiobook
[ 0.177][i][display-tags] Title: Pandora's Star (Unabridged)
[ 0.177][v][vo/gpu] Probing for best GPU context.
[ 0.177][v][vo/gpu/opengl] Initializing GPU context 'x11egl'
[ 0.177][v][vo/gpu/x11] X11 opening display: :0
[ 0.179][d][vo/gpu/x11] X11 running at 2560x1440 (":0" => local display)
[ 0.179][d][vo/gpu/x11] Detected wm supports NetWM.
[ 0.180][d][vo/gpu/x11] Detected wm supports FULLSCREEN state.
[ 0.180][d][vo/gpu/x11] Detected wm supports ABOVE state.
[ 0.180][d][vo/gpu/x11] Detected wm supports STAYS_ON_TOP state.
[ 0.180][d][vo/gpu/x11] Detected wm supports BELOW state.
[ 0.180][v][vo/gpu/x11] Display 0 (DP-0): [0, 0, 2560, 1440] @ 119.997589 FPS
[ 0.180][v][vo/gpu/x11] Current display FPS: 119.997589
[ 0.188][v][vo/gpu/opengl] EGL_VERSION=1.5
[ 0.188][v][vo/gpu/opengl] EGL_VENDOR=NVIDIA
[ 0.188][v][vo/gpu/opengl] EGL_CLIENT_APIS=OpenGL_ES OpenGL
[ 0.188][v][vo/gpu/opengl] Trying to create Desktop OpenGL context.
[ 0.188][d][vo/gpu/opengl] Chosen EGLConfig:
[ 0.188][d][vo/gpu/opengl] EGL_CONFIG_ID=0x28
[ 0.188][d][vo/gpu/opengl] EGL_RED_SIZE=0x8
[ 0.188][d][vo/gpu/opengl] EGL_GREEN_SIZE=0x8
[ 0.188][d][vo/gpu/opengl] EGL_BLUE_SIZE=0x8
[ 0.188][d][vo/gpu/opengl] EGL_ALPHA_SIZE=0x0
[ 0.188][d][vo/gpu/opengl] EGL_COLOR_BUFFER_TYPE=0x308e
[ 0.188][d][vo/gpu/opengl] EGL_CONFIG_CAVEAT=0x3038
[ 0.188][d][vo/gpu/opengl] EGL_CONFORMANT=0x4d
[ 0.188][d][vo/gpu/opengl] EGL_NATIVE_VISUAL_ID=0x2b
[ 0.202][v][vo/gpu/opengl] Choosing visual EGL config 0x28, visual ID 0x2b
[ 0.239][v][vo/gpu/opengl] GL_VERSION='4.4.0 NVIDIA 465.31'
[ 0.239][v][vo/gpu/opengl] Detected desktop OpenGL 4.4.
[ 0.239][v][vo/gpu/opengl] GL_VENDOR='NVIDIA Corporation'
[ 0.239][v][vo/gpu/opengl] GL_RENDERER='NVIDIA GeForce GTX 980 Ti/PCIe/SSE2'
[ 0.239][v][vo/gpu/opengl] GL_SHADING_LANGUAGE_VERSION='4.40 NVIDIA via Cg compiler'
[ 0.239][d][vo/gpu/opengl] Combined OpenGL extensions string:
[ 0.239][d][vo/gpu/opengl] EGL_EXT_buffer_age EGL_EXT_client_sync EGL_EXT_create_context_robustness EGL_EXT_image_dma_buf_import EGL_EXT_image_dma_buf_import_modifiers EGL_MESA_image_dma_buf_export EGL_EXT_output_base EGL_EXT_stream_acquire_mode EGL_EXT_sync_reuse EGL_IMG_context_priority EGL_KHR_config_attribs EGL_KHR_create_context_no_error EGL_KHR_context_flush_control EGL_KHR_create_context EGL_KHR_fence_sync EGL_KHR_get_all_proc_addresses EGL_KHR_partial_update EGL_KHR_swap_buffers_with_damage EGL_KHR_no_config_context EGL_KHR_gl_colorspace EGL_KHR_gl_renderbuffer_image EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_3D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_image EGL_KHR_image_base EGL_KHR_image_pixmap EGL_KHR_reusable_sync EGL_KHR_stream EGL_KHR_stream_attrib EGL_KHR_stream_consumer_gltexture EGL_KHR_stream_cross_process_fd EGL_KHR_stream_fifo EGL_KHR_stream_producer_eglsurface EGL_KHR_surfaceless_context EGL_KHR_wait_sync EGL_NV_nvrm_fence_sync EGL_NV_post_sub_buffer EGL_NV_quadruple_buffer EGL_NV_stream_consumer_eglimage EGL_NV_stream_cross_display EGL_NV_stream_cross_object EGL_NV_stream_cross_process EGL_NV_stream_cross_system EGL_NV_stream_dma EGL_NV_stream_flush EGL_NV_stream_metadata EGL_NV_stream_remote EGL_NV_stream_reset EGL_NV_stream_socket EGL_NV_stream_socket_inet EGL_NV_stream_socket_unix EGL_NV_stream_sync EGL_NV_stream_fifo_next EGL_NV_stream_fifo_synchronous EGL_NV_stream_consumer_gltexture_yuv EGL_NV_stream_attrib EGL_NV_stream_origin EGL_NV_system_time EGL_NV_output_drm_flip_event EGL_NV_triple_buffer EGL_WL_bind_wayland_display EGL_WL_wayland_eglstream GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_EGL_image_storage GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
[ 0.239][d][vo/gpu/opengl] Texture formats:
[ 0.239][d][vo/gpu/opengl] NAME COMP*TYPE SIZE DEPTH PER COMP.
[ 0.239][d][vo/gpu/opengl] r8 1*unorm 1B LF CR ST {8}
[ 0.239][d][vo/gpu/opengl] rg8 2*unorm 2B LF CR ST {8 8}
[ 0.239][d][vo/gpu/opengl] rgb8 3*unorm 3B LF CR ST {8 8 8}
[ 0.239][d][vo/gpu/opengl] rgba8 4*unorm 4B LF CR ST {8 8 8 8}
[ 0.239][d][vo/gpu/opengl] r16 1*unorm 2B LF CR ST {16}
[ 0.239][d][vo/gpu/opengl] rg16 2*unorm 4B LF CR ST {16 16}
[ 0.239][d][vo/gpu/opengl] rgb16 3*unorm 6B LF CR ST {16 16 16}
[ 0.239][d][vo/gpu/opengl] rgba16 4*unorm 8B LF CR ST {16 16 16 16}
[ 0.239][d][vo/gpu/opengl] r8ui 1*uint 1B CR ST {8}
[ 0.239][d][vo/gpu/opengl] rg8ui 2*uint 2B CR ST {8 8}
[ 0.239][d][vo/gpu/opengl] rgb8ui 3*uint 3B ST {8 8 8}
[ 0.239][d][vo/gpu/opengl] rgba8ui 4*uint 4B CR ST {8 8 8 8}
[ 0.239][d][vo/gpu/opengl] r16ui 1*uint 2B CR ST {16}
[ 0.239][d][vo/gpu/opengl] rg16ui 2*uint 4B CR ST {16 16}
[ 0.239][d][vo/gpu/opengl] rgb16ui 3*uint 6B ST {16 16 16}
[ 0.239][d][vo/gpu/opengl] rgba16ui 4*uint 8B CR ST {16 16 16 16}
[ 0.239][d][vo/gpu/opengl] r16f 1*float 4B LF CR ST {32/16}
[ 0.239][d][vo/gpu/opengl] rg16f 2*float 8B LF CR ST {32/16 32/16}
[ 0.239][d][vo/gpu/opengl] rgb16f 3*float 12B LF CR ST {32/16 32/16 32/16}
[ 0.239][d][vo/gpu/opengl] rgba16f 4*float 16B LF CR ST {32/16 32/16 32/16 32/16}
[ 0.239][d][vo/gpu/opengl] r32f 1*float 4B LF CR ST {32}
[ 0.239][d][vo/gpu/opengl] rg32f 2*float 8B LF CR ST {32 32}
[ 0.239][d][vo/gpu/opengl] rgb32f 3*float 12B LF CR ST {32 32 32}
[ 0.239][d][vo/gpu/opengl] rgba32f 4*float 16B LF CR ST {32 32 32 32}
[ 0.239][d][vo/gpu/opengl] rgb10_a2 4*unorm 4B LF CR ST {0/10 0/10 0/10 0/2}
[ 0.239][d][vo/gpu/opengl] rgba12 4*unorm 8B LF CR ST {16 16 16 16}
[ 0.239][d][vo/gpu/opengl] rgb10 3*unorm 6B LF CR ST {16/10 16/10 16/10}
[ 0.239][d][vo/gpu/opengl] rgb565 3*unorm 2B LF ST {0/8 0/8 0/8}
[ 0.239][d][vo/gpu/opengl] LA = LUMINANCE_ALPHA hack format
[ 0.239][d][vo/gpu/opengl] LF = linear filterable
[ 0.239][d][vo/gpu/opengl] CR = can be used for render targets
[ 0.239][d][vo/gpu/opengl] ST = can be used for storable images
[ 0.239][d][vo/gpu/opengl] Image formats:
[ 0.239][d][vo/gpu/opengl] yuv444p => 3 planes 1x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.239][d][vo/gpu/opengl] yuv420p => 3 planes 2x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.239][d][vo/gpu/opengl] gray => 1 planes 1x1 8/0 [r8] (r) [unorm]
[ 0.239][d][vo/gpu/opengl] gray16 => 1 planes 1x1 16/0 [r16] (r) [unorm]
[ 0.239][d][vo/gpu/opengl] uyvy422
[ 0.240][d][vo/gpu/opengl] nv12 => 2 planes 2x2 8/0 [r8/rg8] (r/gb) [unorm]
[ 0.240][d][vo/gpu/opengl] p010 => 2 planes 2x2 16/6 [r16/rg16] (r/gb) [unorm]
[ 0.240][d][vo/gpu/opengl] argb => 1 planes 1x1 8/0 [rgba8] (argb) [unorm]
[ 0.240][d][vo/gpu/opengl] bgra => 1 planes 1x1 8/0 [rgba8] (bgra) [unorm]
[ 0.240][d][vo/gpu/opengl] abgr => 1 planes 1x1 8/0 [rgba8] (abgr) [unorm]
[ 0.240][d][vo/gpu/opengl] rgba => 1 planes 1x1 8/0 [rgba8] (rgba) [unorm]
[ 0.240][d][vo/gpu/opengl] bgr24 => 1 planes 1x1 8/0 [rgb8] (bgr) [unorm]
[ 0.240][d][vo/gpu/opengl] rgb24 => 1 planes 1x1 8/0 [rgb8] (rgb) [unorm]
[ 0.240][d][vo/gpu/opengl] 0rgb => 1 planes 1x1 8/0 [rgba8] (_rgb) [unorm]
[ 0.240][d][vo/gpu/opengl] bgr0 => 1 planes 1x1 8/0 [rgba8] (bgr) [unorm]
[ 0.240][d][vo/gpu/opengl] 0bgr => 1 planes 1x1 8/0 [rgba8] (_bgr) [unorm]
[ 0.240][d][vo/gpu/opengl] rgb0 => 1 planes 1x1 8/0 [rgba8] (rgb) [unorm]
[ 0.240][d][vo/gpu/opengl] rgba64 => 1 planes 1x1 16/0 [rgba16] (rgba) [unorm]
[ 0.240][d][vo/gpu/opengl] rgb565 => 1 planes 1x1 0/0 [rgb565] (rgb) [unknown]
[ 0.240][d][vo/gpu/opengl] pal8
[ 0.240][d][vo/gpu/opengl] vdpau
[ 0.240][d][vo/gpu/opengl] d3d11
[ 0.240][d][vo/gpu/opengl] dxva2_vld
[ 0.240][d][vo/gpu/opengl] mmal
[ 0.240][d][vo/gpu/opengl] mediacodec
[ 0.240][d][vo/gpu/opengl] drm_prime
[ 0.240][d][vo/gpu/opengl] cuda
[ 0.240][d][vo/gpu/opengl] yap8 => 2 planes 1x1 8/0 [r8/r8] (r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yap16 => 2 planes 1x1 16/0 [r16/r16] (r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] grayaf32 => 2 planes 1x1 32/0 [r16f/r16f] (r/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv444pf => 3 planes 1x1 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva444pf => 4 planes 1x1 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv420pf => 3 planes 2x2 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva420pf => 4 planes 2x2 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv422pf => 3 planes 2x1 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva422pf => 4 planes 2x1 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv440pf => 3 planes 1x2 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva440pf => 4 planes 1x2 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv410pf => 3 planes 4x4 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva410pf => 4 planes 4x4 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] yuv411pf => 3 planes 4x1 32/0 [r16f/r16f/r16f] (r/g/b) [float]
[ 0.240][d][vo/gpu/opengl] yuva411pf => 4 planes 4x1 32/0 [r16f/r16f/r16f/r16f] (r/g/b/a) [float]
[ 0.240][d][vo/gpu/opengl] rgb30 => 1 planes 1x1 10/0 [rgb10_a2] (bgr) [unknown]
[ 0.240][d][vo/gpu/opengl] y1 => 1 planes 1x1 8/-7 [r8] (r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp1 => 3 planes 1x1 8/-7 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp2 => 3 planes 1x1 8/-6 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp3 => 3 planes 1x1 8/-5 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp4 => 3 planes 1x1 8/-4 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp5 => 3 planes 1x1 8/-3 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp6 => 3 planes 1x1 8/-2 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] vdpau_output
[ 0.240][d][vo/gpu/opengl] vaapi
[ 0.240][d][vo/gpu/opengl] videotoolbox
[ 0.240][d][vo/gpu/opengl] yuyv422
[ 0.240][d][vo/gpu/opengl] yuv422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv410p => 3 planes 4x4 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] monow
[ 0.240][d][vo/gpu/opengl] monob
[ 0.240][d][vo/gpu/opengl] yuvj422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] uyyvyy411
[ 0.240][d][vo/gpu/opengl] bgr8
[ 0.240][d][vo/gpu/opengl] bgr4
[ 0.240][d][vo/gpu/opengl] bgr4_byte
[ 0.240][d][vo/gpu/opengl] rgb8
[ 0.240][d][vo/gpu/opengl] rgb4
[ 0.240][d][vo/gpu/opengl] rgb4_byte
[ 0.240][d][vo/gpu/opengl] nv21 => 2 planes 2x2 8/0 [r8/rg8] (r/bg) [unorm]
[ 0.240][d][vo/gpu/opengl] gray16be
[ 0.240][d][vo/gpu/opengl] yuv440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuvj440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva420p => 4 planes 2x2 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] rgb48be
[ 0.240][d][vo/gpu/opengl] rgb48 => 1 planes 1x1 16/0 [rgb16] (rgb) [unorm]
[ 0.240][d][vo/gpu/opengl] rgb565be
[ 0.240][d][vo/gpu/opengl] rgb555be
[ 0.240][d][vo/gpu/opengl] rgb555
[ 0.240][d][vo/gpu/opengl] bgr565be
[ 0.240][d][vo/gpu/opengl] bgr565
[ 0.240][d][vo/gpu/opengl] bgr555be
[ 0.240][d][vo/gpu/opengl] bgr555
[ 0.240][d][vo/gpu/opengl] yuv420p16 => 3 planes 2x2 16/0 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv420p16be
[ 0.240][d][vo/gpu/opengl] yuv422p16 => 3 planes 2x1 16/0 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv422p16be
[ 0.240][d][vo/gpu/opengl] yuv444p16 => 3 planes 1x1 16/0 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv444p16be
[ 0.240][d][vo/gpu/opengl] rgb444
[ 0.240][d][vo/gpu/opengl] rgb444be
[ 0.240][d][vo/gpu/opengl] bgr444
[ 0.240][d][vo/gpu/opengl] bgr444be
[ 0.240][d][vo/gpu/opengl] ya8 => 1 planes 1x1 8/0 [rg8] (ra) [unorm]
[ 0.240][d][vo/gpu/opengl] bgr48be
[ 0.240][d][vo/gpu/opengl] bgr48 => 1 planes 1x1 16/0 [rgb16] (bgr) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv420p9be
[ 0.240][d][vo/gpu/opengl] yuv420p9 => 3 planes 2x2 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv420p10be
[ 0.240][d][vo/gpu/opengl] yuv420p10 => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv422p10be
[ 0.240][d][vo/gpu/opengl] yuv422p10 => 3 planes 2x1 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv444p9be
[ 0.240][d][vo/gpu/opengl] yuv444p9 => 3 planes 1x1 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv444p10be
[ 0.240][d][vo/gpu/opengl] yuv444p10 => 3 planes 1x1 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv422p9be
[ 0.240][d][vo/gpu/opengl] yuv422p9 => 3 planes 2x1 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp => 3 planes 1x1 8/0 [r8/r8/r8] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp9be
[ 0.240][d][vo/gpu/opengl] gbrp9 => 3 planes 1x1 16/-7 [r16/r16/r16] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp10be
[ 0.240][d][vo/gpu/opengl] gbrp10 => 3 planes 1x1 16/-6 [r16/r16/r16] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp16be
[ 0.240][d][vo/gpu/opengl] gbrp16 => 3 planes 1x1 16/0 [r16/r16/r16] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva422p => 4 planes 2x1 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva444p => 4 planes 1x1 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva420p9be
[ 0.240][d][vo/gpu/opengl] yuva420p9 => 4 planes 2x2 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva422p9be
[ 0.240][d][vo/gpu/opengl] yuva422p9 => 4 planes 2x1 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva444p9be
[ 0.240][d][vo/gpu/opengl] yuva444p9 => 4 planes 1x1 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva420p10be
[ 0.240][d][vo/gpu/opengl] yuva420p10 => 4 planes 2x2 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva422p10be
[ 0.240][d][vo/gpu/opengl] yuva422p10 => 4 planes 2x1 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva444p10be
[ 0.240][d][vo/gpu/opengl] yuva444p10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva420p16be
[ 0.240][d][vo/gpu/opengl] yuva420p16 => 4 planes 2x2 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva422p16be
[ 0.240][d][vo/gpu/opengl] yuva422p16 => 4 planes 2x1 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] yuva444p16be
[ 0.240][d][vo/gpu/opengl] yuva444p16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.240][d][vo/gpu/opengl] xyz12 => 1 planes 1x1 16/4 [rgb16] (rgb) [unorm]
[ 0.240][d][vo/gpu/opengl] xyz12be
[ 0.240][d][vo/gpu/opengl] nv16 => 2 planes 2x1 8/0 [r8/rg8] (r/gb) [unorm]
[ 0.240][d][vo/gpu/opengl] nv20 => 2 planes 2x1 16/-6 [r16/rg16] (r/gb) [unorm]
[ 0.240][d][vo/gpu/opengl] nv20be
[ 0.240][d][vo/gpu/opengl] rgba64be
[ 0.240][d][vo/gpu/opengl] bgra64be
[ 0.240][d][vo/gpu/opengl] bgra64 => 1 planes 1x1 16/0 [rgba16] (bgra) [unorm]
[ 0.240][d][vo/gpu/opengl] yvyu422
[ 0.240][d][vo/gpu/opengl] ya16be
[ 0.240][d][vo/gpu/opengl] ya16 => 1 planes 1x1 16/0 [rg16] (ra) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrap => 4 planes 1x1 8/0 [r8/r8/r8/r8] (g/b/r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrap16be
[ 0.240][d][vo/gpu/opengl] gbrap16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] qsv
[ 0.240][d][vo/gpu/opengl] d3d11va_vld
[ 0.240][d][vo/gpu/opengl] yuv420p12be
[ 0.240][d][vo/gpu/opengl] yuv420p12 => 3 planes 2x2 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv420p14be
[ 0.240][d][vo/gpu/opengl] yuv420p14 => 3 planes 2x2 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv422p12be
[ 0.240][d][vo/gpu/opengl] yuv422p12 => 3 planes 2x1 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv422p14be
[ 0.240][d][vo/gpu/opengl] yuv422p14 => 3 planes 2x1 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv444p12be
[ 0.240][d][vo/gpu/opengl] yuv444p12 => 3 planes 1x1 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv444p14be
[ 0.240][d][vo/gpu/opengl] yuv444p14 => 3 planes 1x1 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp12be
[ 0.240][d][vo/gpu/opengl] gbrp12 => 3 planes 1x1 16/-4 [r16/r16/r16] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrp14be
[ 0.240][d][vo/gpu/opengl] gbrp14 => 3 planes 1x1 16/-2 [r16/r16/r16] (g/b/r) [unorm]
[ 0.240][d][vo/gpu/opengl] yuvj411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] bayer_bggr8
[ 0.240][d][vo/gpu/opengl] bayer_rggb8
[ 0.240][d][vo/gpu/opengl] bayer_gbrg8
[ 0.240][d][vo/gpu/opengl] bayer_grbg8
[ 0.240][d][vo/gpu/opengl] bayer_bggr16
[ 0.240][d][vo/gpu/opengl] bayer_bggr16be
[ 0.240][d][vo/gpu/opengl] bayer_rggb16
[ 0.240][d][vo/gpu/opengl] bayer_rggb16be
[ 0.240][d][vo/gpu/opengl] bayer_gbrg16
[ 0.240][d][vo/gpu/opengl] bayer_gbrg16be
[ 0.240][d][vo/gpu/opengl] bayer_grbg16
[ 0.240][d][vo/gpu/opengl] bayer_grbg16be
[ 0.240][d][vo/gpu/opengl] xvmc
[ 0.240][d][vo/gpu/opengl] yuv440p10 => 3 planes 1x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv440p10be
[ 0.240][d][vo/gpu/opengl] yuv440p12 => 3 planes 1x2 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[ 0.240][d][vo/gpu/opengl] yuv440p12be
[ 0.240][d][vo/gpu/opengl] ayuv64 => 1 planes 1x1 16/0 [rgba16] (argb) [unorm]
[ 0.240][d][vo/gpu/opengl] ayuv64be
[ 0.240][d][vo/gpu/opengl] p010be
[ 0.240][d][vo/gpu/opengl] gbrap12be
[ 0.240][d][vo/gpu/opengl] gbrap12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] gbrap10be
[ 0.240][d][vo/gpu/opengl] gbrap10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[ 0.240][d][vo/gpu/opengl] gray12be
[ 0.241][d][vo/gpu/opengl] gray12 => 1 planes 1x1 16/-4 [r16] (r) [unorm]
[ 0.241][d][vo/gpu/opengl] gray10be
[ 0.241][d][vo/gpu/opengl] gray10 => 1 planes 1x1 16/-6 [r16] (r) [unorm]
[ 0.241][d][vo/gpu/opengl] p016 => 2 planes 2x2 16/0 [r16/rg16] (r/gb) [unorm]
[ 0.241][d][vo/gpu/opengl] p016be
[ 0.241][d][vo/gpu/opengl] gray9be
[ 0.241][d][vo/gpu/opengl] gray9 => 1 planes 1x1 16/-7 [r16] (r) [unorm]
[ 0.241][d][vo/gpu/opengl] gbrpf32be
[ 0.241][d][vo/gpu/opengl] gbrpf32 => 3 planes 1x1 32/0 [r16f/r16f/r16f] (g/b/r) [float]
[ 0.241][d][vo/gpu/opengl] gbrapf32be
[ 0.241][d][vo/gpu/opengl] gbrapf32 => 4 planes 1x1 32/0 [r16f/r16f/r16f/r16f] (g/b/r/a) [float]
[ 0.241][d][vo/gpu/opengl] opencl
[ 0.241][d][vo/gpu/opengl] gray14be
[ 0.241][d][vo/gpu/opengl] gray14 => 1 planes 1x1 16/-2 [r16] (r) [unorm]
[ 0.241][d][vo/gpu/opengl] grayf32be
[ 0.241][d][vo/gpu/opengl] grayf32 => 1 planes 1x1 32/0 [r16f] (r) [float]
[ 0.241][d][vo/gpu/opengl] yuva422p12be
[ 0.241][d][vo/gpu/opengl] yuva422p12 => 4 planes 2x1 16/-4 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.241][d][vo/gpu/opengl] yuva444p12be
[ 0.241][d][vo/gpu/opengl] yuva444p12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[ 0.241][d][vo/gpu/opengl] nv24 => 2 planes 1x1 8/0 [r8/rg8] (r/gb) [unorm]
[ 0.241][d][vo/gpu/opengl] nv42 => 2 planes 1x1 8/0 [r8/rg8] (r/bg) [unorm]
[ 0.241][d][vo/gpu/opengl] vulkan
[ 0.241][d][vo/gpu/opengl] y210be
[ 0.241][d][vo/gpu/opengl] y210
[ 0.241][d][vo/gpu/opengl] x2rgb10be
[ 0.241][v][vo/gpu] Testing FBO format rgba16f
[ 0.241][d][vo/gpu] Resizing texture: 16x16
[ 0.241][v][vo/gpu] Using FBO format rgba16f.
[ 0.241][v][vo/gpu] Assuming 119.997589 FPS for display sync.
[ 0.241][v][vd] Container reported FPS: 0.000000
[ 0.241][v][vd] Codec list:
[ 0.241][v][vd] mjpeg - MJPEG (Motion JPEG)
[ 0.241][v][vd] mjpeg_cuvid (mjpeg) - Nvidia CUVID MJPEG decoder
[ 0.241][v][vd] Opening decoder mjpeg
[ 0.241][v][vd] No hardware decoding requested.
[ 0.241][v][vd] Using software decoding.
[ 0.241][v][vd] Requesting 4 threads for decoding.
[ 0.241][v][vd] Selected codec: mjpeg (MJPEG (Motion JPEG))
[ 0.241][v][vf] User filter list:
[ 0.241][v][vf] (empty)
[ 0.241][v][ad] Codec list:
[ 0.241][v][ad] aac - AAC (Advanced Audio Coding)
[ 0.241][v][ad] aac_fixed (aac) - AAC (Advanced Audio Coding)
[ 0.241][v][ad] Opening decoder aac
[ 0.241][v][ad] Requesting 1 threads for decoding.
[ 0.243][v][ad] Selected codec: aac (AAC (Advanced Audio Coding))
[ 0.243][v][af] User filter list:
[ 0.243][v][af] (empty)
[ 0.243][i][cplayer] Displaying attached picture. Use --no-audio-display to prevent this.
[ 0.243][v][cplayer] Starting playback...
[ 0.243][d][vd] DR parameter change to 512x512 yuv420p align=64
[ 0.243][d][vd] Allocating new DR image...
[ 0.245][v][vd] Using software decoding.
[ 0.245][v][vd] Decoder format: 500x500 yuv420p bt.601/auto/auto/full/auto CL=mpeg1/jpeg
[ 0.245][v][vf] [in] 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.245][v][vf] [userdeint] 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.245][v][vf] [userdeint] (disabled)
[ 0.245][v][vf] [autorotate] 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.245][v][vf] [autorotate] (disabled)
[ 0.245][v][vf] [convert] 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.245][v][vf] [convert] (disabled)
[ 0.245][v][vf] [out] 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.245][v][af] [in] 22050Hz stereo 2ch floatp
[ 0.245][v][af] [userspeed] 22050Hz stereo 2ch floatp
[ 0.245][v][autoaspeed] adding scaletempo2
[ 0.246][v][af] [convert] 22050Hz stereo 2ch floatp
[ 0.246][i][cplayer] VO: [gpu] 500x500 yuv420p
[ 0.246][v][cplayer] VO: Description: Shader-based GPU Renderer
[ 0.246][v][vo/gpu] reconfig to 500x500 yuv420p bt.601/bt.709/bt.1886/full/display SP=1.000000 CL=mpeg1/jpeg
[ 0.246][d][vo/gpu] screen size: 2560x1440
[ 0.248][v][vo/gpu] Resize: 1280x720
[ 0.248][v][vo/gpu] Window size: 1280x720 (Borders: l=0 t=0 r=0 b=0)
[ 0.248][v][vo/gpu] Video source: 500x500 (1:1)
[ 0.248][v][vo/gpu] Video display: (0, 0) 500x500 -> (280, 0) 720x720
[ 0.248][v][vo/gpu] Video scale: 1.440000/1.440000
[ 0.248][v][vo/gpu] OSD borders: l=280 t=0 r=280 b=0
[ 0.248][v][vo/gpu] Video borders: l=280 t=0 r=280 b=0
[ 0.248][v][vo/gpu] Reported display depth: 8
[ 0.248][v][vo/gpu] Texture for plane 0: 500x500
[ 0.248][v][vo/gpu] Texture for plane 1: 250x250
[ 0.248][v][vo/gpu] Texture for plane 2: 250x250
[ 0.248][v][vo/gpu] Testing FBO format rgba16f
[ 0.248][d][vo/gpu] Resizing texture: 16x16
[ 0.250][v][vo/gpu] Using FBO format rgba16f.
[ 0.256][v][vo/gpu] DR enabled: yes
[ 0.256][d][vo/gpu] Resizing texture: 250x250
[ 0.256][d][vo/gpu/opengl] vertex shader source:
[ 0.256][d][vo/gpu/opengl] [ 1] #version 440
[ 0.256][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.256][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.256][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.257][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.257][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.257][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.257][d][vo/gpu/opengl] [ 8] in vec2 vertex_texcoord1;
[ 0.257][d][vo/gpu/opengl] [ 9] out vec2 texcoord1;
[ 0.257][d][vo/gpu/opengl] [ 10] void main() {
[ 0.257][d][vo/gpu/opengl] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.257][d][vo/gpu/opengl] [ 12] texcoord0 = vertex_texcoord0;
[ 0.257][d][vo/gpu/opengl] [ 13] texcoord1 = vertex_texcoord1;
[ 0.257][d][vo/gpu/opengl] [ 14] }
[ 0.257][d][vo/gpu/opengl] fragment shader source:
[ 0.257][d][vo/gpu/opengl] [ 1] #version 440
[ 0.257][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.257][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.257][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.257][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.257][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.257][d][vo/gpu/opengl] [ 7] in vec2 texcoord1;
[ 0.257][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.257][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.257][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.257][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.257][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.257][d][vo/gpu/opengl] [ 13] layout(offset=64) vec2 texture_size1;
[ 0.257][d][vo/gpu/opengl] [ 14] layout(offset=80) mat2 texture_rot1;
[ 0.257][d][vo/gpu/opengl] [ 15] layout(offset=112) vec2 texture_off1;
[ 0.257][d][vo/gpu/opengl] [ 16] layout(offset=120) vec2 pixel_size1;
[ 0.257][d][vo/gpu/opengl] [ 17] };
[ 0.257][d][vo/gpu/opengl] [ 18] uniform sampler2D texture0;
[ 0.257][d][vo/gpu/opengl] [ 19] uniform sampler2D texture1;
[ 0.257][d][vo/gpu/opengl] [ 20] void main() {
[ 0.257][d][vo/gpu/opengl] [ 21] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.257][d][vo/gpu/opengl] [ 22] // merging plane 1 ...
[ 0.257][d][vo/gpu/opengl] [ 23] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[ 0.257][d][vo/gpu/opengl] [ 24] // merging plane 2 ... into 1
[ 0.257][d][vo/gpu/opengl] [ 25] color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;
[ 0.257][d][vo/gpu/opengl] [ 26] out_color = color;
[ 0.257][d][vo/gpu/opengl] [ 27] }
[ 0.257][d][vo/gpu/opengl] shader link log (status=1):
[ 0.258][d][vo/gpu] Resizing texture: 500x500
[ 0.258][d][vo/gpu/opengl] vertex shader source:
[ 0.258][d][vo/gpu/opengl] [ 1] #version 440
[ 0.258][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.259][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.259][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.259][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.259][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.259][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.259][d][vo/gpu/opengl] [ 8] void main() {
[ 0.259][d][vo/gpu/opengl] [ 9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.259][d][vo/gpu/opengl] [ 10] texcoord0 = vertex_texcoord0;
[ 0.259][d][vo/gpu/opengl] [ 11] }
[ 0.259][d][vo/gpu/opengl] fragment shader source:
[ 0.259][d][vo/gpu/opengl] [ 1] #version 440
[ 0.259][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.259][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.259][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.259][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.259][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.259][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.259][d][vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[ 0.259][d][vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[ 0.259][d][vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[ 0.259][d][vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[ 0.259][d][vo/gpu/opengl] [ 12] };
[ 0.259][d][vo/gpu/opengl] [ 13] uniform float random;
[ 0.259][d][vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[ 0.259][d][vo/gpu/opengl] [ 15] #define HOOKED_raw texture0
[ 0.259][d][vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0
[ 0.259][d][vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0
[ 0.259][d][vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0
[ 0.259][d][vo/gpu/opengl] [ 19] #define HOOKED_off texture_off0
[ 0.259][d][vo/gpu/opengl] [ 20] #define HOOKED_pt pixel_size0
[ 0.259][d][vo/gpu/opengl] [ 21] #define HOOKED_map texmap0
[ 0.259][d][vo/gpu/opengl] [ 22] #define HOOKED_mul 1.000000
[ 0.259][d][vo/gpu/opengl] [ 23] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[ 0.259][d][vo/gpu/opengl] [ 24] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[ 0.259][d][vo/gpu/opengl] [ 25] #define LUMA_raw texture0
[ 0.259][d][vo/gpu/opengl] [ 26] #define LUMA_pos texcoord0
[ 0.259][d][vo/gpu/opengl] [ 27] #define LUMA_size texture_size0
[ 0.259][d][vo/gpu/opengl] [ 28] #define LUMA_rot texture_rot0
[ 0.259][d][vo/gpu/opengl] [ 29] #define LUMA_off texture_off0
[ 0.259][d][vo/gpu/opengl] [ 30] #define LUMA_pt pixel_size0
[ 0.259][d][vo/gpu/opengl] [ 31] #define LUMA_map texmap0
[ 0.259][d][vo/gpu/opengl] [ 32] #define LUMA_mul 1.000000
[ 0.259][d][vo/gpu/opengl] [ 33] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[ 0.259][d][vo/gpu/opengl] [ 34] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[ 0.259][d][vo/gpu/opengl] [ 35] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[ 0.259][d][vo/gpu/opengl] [ 36] float permute(float x) {
[ 0.259][d][vo/gpu/opengl] [ 37] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[ 0.259][d][vo/gpu/opengl] [ 38] }
[ 0.259][d][vo/gpu/opengl] [ 39] float rand(float x) { return fract(x * 1.0/41.0); }
[ 0.259][d][vo/gpu/opengl] [ 40] vec4 average(float range, inout float h) {
[ 0.259][d][vo/gpu/opengl] [ 41] float dist = rand(h) * range; h = permute(h);
[ 0.259][d][vo/gpu/opengl] [ 42] float dir = rand(h) * 6.2831853; h = permute(h);
[ 0.259][d][vo/gpu/opengl] [ 43] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 0.259][d][vo/gpu/opengl] [ 44] vec4 ref[4];
[ 0.259][d][vo/gpu/opengl] [ 45] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[ 0.259][d][vo/gpu/opengl] [ 46] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[ 0.259][d][vo/gpu/opengl] [ 47] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[ 0.259][d][vo/gpu/opengl] [ 48] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[ 0.259][d][vo/gpu/opengl] [ 49] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[ 0.259][d][vo/gpu/opengl] [ 50] }
[ 0.259][d][vo/gpu/opengl] [ 51] void main() {
[ 0.259][d][vo/gpu/opengl] [ 52] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.259][d][vo/gpu/opengl] [ 53] {
[ 0.259][d][vo/gpu/opengl] [ 54] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[ 0.259][d][vo/gpu/opengl] [ 55] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[ 0.259][d][vo/gpu/opengl] [ 56] color = HOOKED_tex(HOOKED_pos);
[ 0.259][d][vo/gpu/opengl] [ 57] vec4 avg, diff;
[ 0.259][d][vo/gpu/opengl] [ 58] avg = average(16.000000, h);
[ 0.259][d][vo/gpu/opengl] [ 59] diff = abs(color - avg);
[ 0.259][d][vo/gpu/opengl] [ 60] color = mix(avg, color, bvec4(greaterThan(diff, vec4(0.001953))));
[ 0.259][d][vo/gpu/opengl] [ 61] vec3 noise;
[ 0.259][d][vo/gpu/opengl] [ 62] noise.x = rand(h); h = permute(h);
[ 0.259][d][vo/gpu/opengl] [ 63] noise.y = rand(h); h = permute(h);
[ 0.259][d][vo/gpu/opengl] [ 64] noise.z = rand(h); h = permute(h);
[ 0.259][d][vo/gpu/opengl] [ 65] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 0.259][d][vo/gpu/opengl] [ 66] }
[ 0.259][d][vo/gpu/opengl] [ 67] color.g = 0.000000;
[ 0.259][d][vo/gpu/opengl] [ 68] color.b = 0.000000;
[ 0.259][d][vo/gpu/opengl] [ 69] color.a = 1.000000;
[ 0.259][d][vo/gpu/opengl] [ 70] out_color = color;
[ 0.259][d][vo/gpu/opengl] [ 71] }
[ 0.259][d][vo/gpu/opengl] shader link log (status=1):
[ 0.259][d][vo/gpu] Resizing texture: 250x250
[ 0.260][d][vo/gpu/opengl] vertex shader source:
[ 0.260][d][vo/gpu/opengl] [ 1] #version 440
[ 0.260][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.260][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.260][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.260][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.260][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.260][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.260][d][vo/gpu/opengl] [ 8] void main() {
[ 0.260][d][vo/gpu/opengl] [ 9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.260][d][vo/gpu/opengl] [ 10] texcoord0 = vertex_texcoord0;
[ 0.260][d][vo/gpu/opengl] [ 11] }
[ 0.260][d][vo/gpu/opengl] fragment shader source:
[ 0.260][d][vo/gpu/opengl] [ 1] #version 440
[ 0.260][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.260][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.260][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.260][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.260][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.260][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.260][d][vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[ 0.260][d][vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[ 0.260][d][vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[ 0.260][d][vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[ 0.260][d][vo/gpu/opengl] [ 12] };
[ 0.260][d][vo/gpu/opengl] [ 13] uniform float random;
[ 0.260][d][vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[ 0.260][d][vo/gpu/opengl] [ 15] #define HOOKED_raw texture0
[ 0.260][d][vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0
[ 0.260][d][vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0
[ 0.260][d][vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0
[ 0.260][d][vo/gpu/opengl] [ 19] #define HOOKED_off texture_off0
[ 0.260][d][vo/gpu/opengl] [ 20] #define HOOKED_pt pixel_size0
[ 0.260][d][vo/gpu/opengl] [ 21] #define HOOKED_map texmap0
[ 0.260][d][vo/gpu/opengl] [ 22] #define HOOKED_mul 1.000000
[ 0.260][d][vo/gpu/opengl] [ 23] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[ 0.260][d][vo/gpu/opengl] [ 24] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[ 0.260][d][vo/gpu/opengl] [ 25] #define CHROMA_raw texture0
[ 0.260][d][vo/gpu/opengl] [ 26] #define CHROMA_pos texcoord0
[ 0.260][d][vo/gpu/opengl] [ 27] #define CHROMA_size texture_size0
[ 0.260][d][vo/gpu/opengl] [ 28] #define CHROMA_rot texture_rot0
[ 0.260][d][vo/gpu/opengl] [ 29] #define CHROMA_off texture_off0
[ 0.260][d][vo/gpu/opengl] [ 30] #define CHROMA_pt pixel_size0
[ 0.260][d][vo/gpu/opengl] [ 31] #define CHROMA_map texmap0
[ 0.260][d][vo/gpu/opengl] [ 32] #define CHROMA_mul 1.000000
[ 0.260][d][vo/gpu/opengl] [ 33] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[ 0.260][d][vo/gpu/opengl] [ 34] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[ 0.260][d][vo/gpu/opengl] [ 35] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[ 0.260][d][vo/gpu/opengl] [ 36] float permute(float x) {
[ 0.260][d][vo/gpu/opengl] [ 37] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[ 0.260][d][vo/gpu/opengl] [ 38] }
[ 0.260][d][vo/gpu/opengl] [ 39] float rand(float x) { return fract(x * 1.0/41.0); }
[ 0.260][d][vo/gpu/opengl] [ 40] vec4 average(float range, inout float h) {
[ 0.260][d][vo/gpu/opengl] [ 41] float dist = rand(h) * range; h = permute(h);
[ 0.260][d][vo/gpu/opengl] [ 42] float dir = rand(h) * 6.2831853; h = permute(h);
[ 0.260][d][vo/gpu/opengl] [ 43] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 0.260][d][vo/gpu/opengl] [ 44] vec4 ref[4];
[ 0.260][d][vo/gpu/opengl] [ 45] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[ 0.260][d][vo/gpu/opengl] [ 46] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[ 0.260][d][vo/gpu/opengl] [ 47] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[ 0.260][d][vo/gpu/opengl] [ 48] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[ 0.260][d][vo/gpu/opengl] [ 49] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[ 0.260][d][vo/gpu/opengl] [ 50] }
[ 0.260][d][vo/gpu/opengl] [ 51] void main() {
[ 0.260][d][vo/gpu/opengl] [ 52] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.260][d][vo/gpu/opengl] [ 53] {
[ 0.260][d][vo/gpu/opengl] [ 54] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[ 0.260][d][vo/gpu/opengl] [ 55] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[ 0.260][d][vo/gpu/opengl] [ 56] color = HOOKED_tex(HOOKED_pos);
[ 0.260][d][vo/gpu/opengl] [ 57] vec4 avg, diff;
[ 0.260][d][vo/gpu/opengl] [ 58] avg = average(16.000000, h);
[ 0.260][d][vo/gpu/opengl] [ 59] diff = abs(color - avg);
[ 0.260][d][vo/gpu/opengl] [ 60] color = mix(avg, color, bvec4(greaterThan(diff, vec4(0.001953))));
[ 0.260][d][vo/gpu/opengl] [ 61] vec3 noise;
[ 0.260][d][vo/gpu/opengl] [ 62] noise.x = rand(h); h = permute(h);
[ 0.260][d][vo/gpu/opengl] [ 63] noise.y = rand(h); h = permute(h);
[ 0.260][d][vo/gpu/opengl] [ 64] noise.z = rand(h); h = permute(h);
[ 0.260][d][vo/gpu/opengl] [ 65] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 0.260][d][vo/gpu/opengl] [ 66] }
[ 0.260][d][vo/gpu/opengl] [ 67] color.b = 0.000000;
[ 0.260][d][vo/gpu/opengl] [ 68] color.a = 1.000000;
[ 0.260][d][vo/gpu/opengl] [ 69] out_color = color;
[ 0.260][d][vo/gpu/opengl] [ 70] }
[ 0.261][d][vo/gpu/opengl] shader link log (status=1):
[ 0.261][d][vo/gpu] Resizing texture: 250x500
[ 0.262][d][vo/gpu/opengl] vertex shader source:
[ 0.262][d][vo/gpu/opengl] [ 1] #version 440
[ 0.262][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.262][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.262][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.262][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.262][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.262][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.262][d][vo/gpu/opengl] [ 8] void main() {
[ 0.262][d][vo/gpu/opengl] [ 9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.262][d][vo/gpu/opengl] [ 10] texcoord0 = vertex_texcoord0;
[ 0.262][d][vo/gpu/opengl] [ 11] }
[ 0.262][d][vo/gpu/opengl] fragment shader source:
[ 0.262][d][vo/gpu/opengl] [ 1] #version 440
[ 0.262][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.262][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.262][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.262][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.262][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.262][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.262][d][vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[ 0.262][d][vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[ 0.262][d][vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[ 0.262][d][vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[ 0.262][d][vo/gpu/opengl] [ 12] };
[ 0.262][d][vo/gpu/opengl] [ 13] uniform sampler2D lut;
[ 0.262][d][vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[ 0.262][d][vo/gpu/opengl] [ 15] void main() {
[ 0.262][d][vo/gpu/opengl] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.262][d][vo/gpu/opengl] [ 17] // upscaling plane 1
[ 0.262][d][vo/gpu/opengl] [ 18] #undef tex
[ 0.262][d][vo/gpu/opengl] [ 19] #undef texmap
[ 0.262][d][vo/gpu/opengl] [ 20] #define tex texture0
[ 0.262][d][vo/gpu/opengl] [ 21] #define texmap texmap0
[ 0.262][d][vo/gpu/opengl] [ 22] vec2 pos = texcoord0;
[ 0.262][d][vo/gpu/opengl] [ 23] vec2 size = texture_size0;
[ 0.262][d][vo/gpu/opengl] [ 24] vec2 pt = pixel_size0;
[ 0.262][d][vo/gpu/opengl] [ 25] // first pass
[ 0.262][d][vo/gpu/opengl] [ 26] color = vec4(0.0);
[ 0.262][d][vo/gpu/opengl] [ 27] {
[ 0.262][d][vo/gpu/opengl] [ 28] vec2 dir = vec2(0.0, 1.0);
[ 0.262][d][vo/gpu/opengl] [ 29] pt *= dir;
[ 0.262][d][vo/gpu/opengl] [ 30] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 0.262][d][vo/gpu/opengl] [ 31] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 0.262][d][vo/gpu/opengl] [ 32] vec4 c;
[ 0.262][d][vo/gpu/opengl] [ 33] float ypos = LUT_POS(fcoord, 64.0);
[ 0.262][d][vo/gpu/opengl] [ 34] float weights[6];
[ 0.262][d][vo/gpu/opengl] [ 35] c = texture(lut, vec2(0.250000, ypos));
[ 0.262][d][vo/gpu/opengl] [ 36] weights[0] = c[0];
[ 0.262][d][vo/gpu/opengl] [ 37] weights[1] = c[1];
[ 0.262][d][vo/gpu/opengl] [ 38] weights[2] = c[2];
[ 0.262][d][vo/gpu/opengl] [ 39] weights[3] = c[3];
[ 0.262][d][vo/gpu/opengl] [ 40] c = texture(lut, vec2(0.750000, ypos));
[ 0.262][d][vo/gpu/opengl] [ 41] weights[4] = c[0];
[ 0.262][d][vo/gpu/opengl] [ 42] weights[5] = c[1];
[ 0.262][d][vo/gpu/opengl] [ 43] // scaler samples
[ 0.262][d][vo/gpu/opengl] [ 44] c = texture(tex, base + pt * vec2(0.0));
[ 0.262][d][vo/gpu/opengl] [ 45] color += vec4(weights[0]) * c;
[ 0.262][d][vo/gpu/opengl] [ 46] c = texture(tex, base + pt * vec2(1.0));
[ 0.262][d][vo/gpu/opengl] [ 47] color += vec4(weights[1]) * c;
[ 0.262][d][vo/gpu/opengl] [ 48] c = texture(tex, base + pt * vec2(2.0));
[ 0.262][d][vo/gpu/opengl] [ 49] color += vec4(weights[2]) * c;
[ 0.262][d][vo/gpu/opengl] [ 50] c = texture(tex, base + pt * vec2(3.0));
[ 0.262][d][vo/gpu/opengl] [ 51] color += vec4(weights[3]) * c;
[ 0.262][d][vo/gpu/opengl] [ 52] c = texture(tex, base + pt * vec2(4.0));
[ 0.262][d][vo/gpu/opengl] [ 53] color += vec4(weights[4]) * c;
[ 0.262][d][vo/gpu/opengl] [ 54] c = texture(tex, base + pt * vec2(5.0));
[ 0.262][d][vo/gpu/opengl] [ 55] color += vec4(weights[5]) * c;
[ 0.262][d][vo/gpu/opengl] [ 56] }
[ 0.262][d][vo/gpu/opengl] [ 57] color *= 1.000000;
[ 0.262][d][vo/gpu/opengl] [ 58] out_color = color;
[ 0.262][d][vo/gpu/opengl] [ 59] }
[ 0.262][d][vo/gpu/opengl] shader link log (status=1):
[ 0.263][d][vo/gpu] Resizing texture: 500x500
[ 0.263][d][vo/gpu/opengl] vertex shader source:
[ 0.263][d][vo/gpu/opengl] [ 1] #version 440
[ 0.263][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.263][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.263][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.263][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.263][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.263][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.263][d][vo/gpu/opengl] [ 8] void main() {
[ 0.263][d][vo/gpu/opengl] [ 9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.263][d][vo/gpu/opengl] [ 10] texcoord0 = vertex_texcoord0;
[ 0.263][d][vo/gpu/opengl] [ 11] }
[ 0.263][d][vo/gpu/opengl] fragment shader source:
[ 0.263][d][vo/gpu/opengl] [ 1] #version 440
[ 0.263][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.263][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.263][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.263][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.263][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.263][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.263][d][vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[ 0.263][d][vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[ 0.263][d][vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[ 0.263][d][vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[ 0.263][d][vo/gpu/opengl] [ 12] };
[ 0.263][d][vo/gpu/opengl] [ 13] uniform sampler2D lut;
[ 0.263][d][vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[ 0.263][d][vo/gpu/opengl] [ 15] void main() {
[ 0.263][d][vo/gpu/opengl] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.263][d][vo/gpu/opengl] [ 17] #undef tex
[ 0.263][d][vo/gpu/opengl] [ 18] #undef texmap
[ 0.263][d][vo/gpu/opengl] [ 19] #define tex texture0
[ 0.263][d][vo/gpu/opengl] [ 20] #define texmap texmap0
[ 0.263][d][vo/gpu/opengl] [ 21] vec2 pos = texcoord0;
[ 0.263][d][vo/gpu/opengl] [ 22] vec2 size = texture_size0;
[ 0.263][d][vo/gpu/opengl] [ 23] vec2 pt = pixel_size0;
[ 0.263][d][vo/gpu/opengl] [ 24] color = vec4(0.0);
[ 0.263][d][vo/gpu/opengl] [ 25] {
[ 0.263][d][vo/gpu/opengl] [ 26] vec2 dir = vec2(1.0, 0.0);
[ 0.263][d][vo/gpu/opengl] [ 27] pt *= dir;
[ 0.263][d][vo/gpu/opengl] [ 28] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 0.263][d][vo/gpu/opengl] [ 29] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 0.263][d][vo/gpu/opengl] [ 30] vec4 c;
[ 0.263][d][vo/gpu/opengl] [ 31] float ypos = LUT_POS(fcoord, 64.0);
[ 0.263][d][vo/gpu/opengl] [ 32] float weights[6];
[ 0.263][d][vo/gpu/opengl] [ 33] c = texture(lut, vec2(0.250000, ypos));
[ 0.263][d][vo/gpu/opengl] [ 34] weights[0] = c[0];
[ 0.263][d][vo/gpu/opengl] [ 35] weights[1] = c[1];
[ 0.263][d][vo/gpu/opengl] [ 36] weights[2] = c[2];
[ 0.263][d][vo/gpu/opengl] [ 37] weights[3] = c[3];
[ 0.263][d][vo/gpu/opengl] [ 38] c = texture(lut, vec2(0.750000, ypos));
[ 0.263][d][vo/gpu/opengl] [ 39] weights[4] = c[0];
[ 0.263][d][vo/gpu/opengl] [ 40] weights[5] = c[1];
[ 0.263][d][vo/gpu/opengl] [ 41] // scaler samples
[ 0.263][d][vo/gpu/opengl] [ 42] c = texture(tex, base + pt * vec2(0.0));
[ 0.263][d][vo/gpu/opengl] [ 43] color += vec4(weights[0]) * c;
[ 0.263][d][vo/gpu/opengl] [ 44] c = texture(tex, base + pt * vec2(1.0));
[ 0.263][d][vo/gpu/opengl] [ 45] color += vec4(weights[1]) * c;
[ 0.263][d][vo/gpu/opengl] [ 46] c = texture(tex, base + pt * vec2(2.0));
[ 0.263][d][vo/gpu/opengl] [ 47] color += vec4(weights[2]) * c;
[ 0.263][d][vo/gpu/opengl] [ 48] c = texture(tex, base + pt * vec2(3.0));
[ 0.263][d][vo/gpu/opengl] [ 49] color += vec4(weights[3]) * c;
[ 0.263][d][vo/gpu/opengl] [ 50] c = texture(tex, base + pt * vec2(4.0));
[ 0.263][d][vo/gpu/opengl] [ 51] color += vec4(weights[4]) * c;
[ 0.263][d][vo/gpu/opengl] [ 52] c = texture(tex, base + pt * vec2(5.0));
[ 0.263][d][vo/gpu/opengl] [ 53] color += vec4(weights[5]) * c;
[ 0.263][d][vo/gpu/opengl] [ 54] }
[ 0.263][d][vo/gpu/opengl] [ 55] color.b = 0.000000;
[ 0.263][d][vo/gpu/opengl] [ 56] color.a = 1.000000;
[ 0.263][d][vo/gpu/opengl] [ 57] out_color = color;
[ 0.263][d][vo/gpu/opengl] [ 58] }
[ 0.264][d][vo/gpu/opengl] shader link log (status=1):
[ 0.264][d][vo/gpu] Resizing texture: 500x500
[ 0.264][d][vo/gpu/opengl] vertex shader source:
[ 0.264][d][vo/gpu/opengl] [ 1] #version 440
[ 0.264][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.264][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.264][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.264][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.264][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.264][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.264][d][vo/gpu/opengl] [ 8] in vec2 vertex_texcoord1;
[ 0.264][d][vo/gpu/opengl] [ 9] out vec2 texcoord1;
[ 0.264][d][vo/gpu/opengl] [ 10] void main() {
[ 0.264][d][vo/gpu/opengl] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.264][d][vo/gpu/opengl] [ 12] texcoord0 = vertex_texcoord0;
[ 0.264][d][vo/gpu/opengl] [ 13] texcoord1 = vertex_texcoord1;
[ 0.264][d][vo/gpu/opengl] [ 14] }
[ 0.264][d][vo/gpu/opengl] fragment shader source:
[ 0.264][d][vo/gpu/opengl] [ 1] #version 440
[ 0.264][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.264][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.264][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.264][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.264][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.264][d][vo/gpu/opengl] [ 7] in vec2 texcoord1;
[ 0.264][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.264][d][vo/gpu/opengl] [ 9] layout(offset=0) mat3 colormatrix;
[ 0.264][d][vo/gpu/opengl] [ 10] layout(offset=48) vec3 colormatrix_c;
[ 0.264][d][vo/gpu/opengl] [ 11] layout(offset=64) vec2 texture_size0;
[ 0.264][d][vo/gpu/opengl] [ 12] layout(offset=80) mat2 texture_rot0;
[ 0.264][d][vo/gpu/opengl] [ 13] layout(offset=112) vec2 texture_off0;
[ 0.264][d][vo/gpu/opengl] [ 14] layout(offset=120) vec2 pixel_size0;
[ 0.264][d][vo/gpu/opengl] [ 15] layout(offset=128) vec2 texture_size1;
[ 0.264][d][vo/gpu/opengl] [ 16] layout(offset=144) mat2 texture_rot1;
[ 0.264][d][vo/gpu/opengl] [ 17] layout(offset=176) vec2 texture_off1;
[ 0.264][d][vo/gpu/opengl] [ 18] layout(offset=184) vec2 pixel_size1;
[ 0.264][d][vo/gpu/opengl] [ 19] };
[ 0.264][d][vo/gpu/opengl] [ 20] uniform sampler2D texture0;
[ 0.264][d][vo/gpu/opengl] [ 21] uniform sampler2D texture1;
[ 0.264][d][vo/gpu/opengl] [ 22] void main() {
[ 0.264][d][vo/gpu/opengl] [ 23] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.264][d][vo/gpu/opengl] [ 24] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[ 0.264][d][vo/gpu/opengl] [ 25] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
[ 0.264][d][vo/gpu/opengl] [ 26] color = color.rgbr;
[ 0.264][d][vo/gpu/opengl] [ 27] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
[ 0.264][d][vo/gpu/opengl] [ 28] color.a = 1.0;
[ 0.264][d][vo/gpu/opengl] [ 29] out_color = color;
[ 0.264][d][vo/gpu/opengl] [ 30] }
[ 0.264][d][vo/gpu/opengl] shader link log (status=1):
[ 0.298][d][vo/gpu] Resizing texture: 500x500
[ 0.298][d][vo/gpu/opengl] vertex shader source:
[ 0.298][d][vo/gpu/opengl] [ 1] #version 440
[ 0.298][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.298][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.298][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.298][d][vo/gpu/opengl] [ 5] in vec2 vertex_position;
[ 0.298][d][vo/gpu/opengl] [ 6] in vec2 vertex_texcoord0;
[ 0.298][d][vo/gpu/opengl] [ 7] out vec2 texcoord0;
[ 0.298][d][vo/gpu/opengl] [ 8] void main() {
[ 0.298][d][vo/gpu/opengl] [ 9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.298][d][vo/gpu/opengl] [ 10] texcoord0 = vertex_texcoord0;
[ 0.298][d][vo/gpu/opengl] [ 11] }
[ 0.298][d][vo/gpu/opengl] fragment shader source:
[ 0.298][d][vo/gpu/opengl] [ 1] #version 440
[ 0.298][d][vo/gpu/opengl] [ 2] #define tex1D texture
[ 0.298][d][vo/gpu/opengl] [ 3] #define tex3D texture
[ 0.298][d][vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.298][d][vo/gpu/opengl] [ 5] out vec4 out_color;
[ 0.298][d][vo/gpu/opengl] [ 6] in vec2 texcoord0;
[ 0.298][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.298][d][vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[ 0.298][d][vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[ 0.298][d][vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[ 0.298][d][vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[ 0.298][d][vo/gpu/opengl] [ 12] };
[ 0.298][d][vo/gpu/opengl] [ 13] uniform sampler2D texture0;
[ 0.298][d][vo/gpu/opengl] [ 14] void main() {
[ 0.298][d][vo/gpu/opengl] [ 15] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.298][d][vo/gpu/opengl] [ 16] color.rgb = 1.000000 * vec4(texture(texture0, texcoord0)).rgb;
[ 0.298][d][vo/gpu/opengl] [ 17] // scaler pre-conversion
[ 0.298][d][vo/gpu/opengl] [ 18] // linearize
[ 0.298][d][vo/gpu/opengl] [ 19] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.298][d][vo/gpu/opengl] [ 20] color.rgb = pow(color.rgb, vec3(2.4));
[ 0.298][d][vo/gpu/opengl] [ 21] color.rgb *= vec3(1.0/1.000000);
[ 0.298][d][vo/gpu/opengl] [ 22] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.298][d][vo/gpu/opengl] [ 23] color.rgb = 0.750000 - log(1.0/(color.rgb * 0.827906 + 0.007577) - 1.0) * 1.0/6.500000;
[ 0.298][d][vo/gpu/opengl] [ 24] // main scaling
[ 0.298][d][vo/gpu/opengl] [ 25] out_color = color;
[ 0.298][d][vo/gpu/opengl] [ 26] }
[ 0.298][d][vo/gpu/opengl] shader link log (status=1):
[ 0.298][d][vo/gpu] Resizing texture: 720x720
[ 0.299][d][vo/gpu/opengl] compute shader source:
[ 0.299][d][vo/gpu/opengl] [ 1] #version 440
[ 0.299][d][vo/gpu/opengl] [ 2] #extension GL_ARB_compute_shader : enable
[ 0.299][d][vo/gpu/opengl] [ 3] #extension GL_ARB_shader_image_load_store : enable
[ 0.299][d][vo/gpu/opengl] [ 4] #define tex1D texture
[ 0.299][d][vo/gpu/opengl] [ 5] #define tex3D texture
[ 0.299][d][vo/gpu/opengl] [ 6] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.299][d][vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[ 0.299][d][vo/gpu/opengl] [ 8] layout(offset=0) vec3 src_luma;
[ 0.299][d][vo/gpu/opengl] [ 9] layout(offset=16) vec3 dst_luma;
[ 0.299][d][vo/gpu/opengl] [ 10] layout(offset=32) vec2 texture_size0;
[ 0.299][d][vo/gpu/opengl] [ 11] layout(offset=48) mat2 texture_rot0;
[ 0.299][d][vo/gpu/opengl] [ 12] layout(offset=80) vec2 texture_off0;
[ 0.299][d][vo/gpu/opengl] [ 13] layout(offset=88) vec2 pixel_size0;
[ 0.299][d][vo/gpu/opengl] [ 14] layout(offset=96) vec2 out_scale;
[ 0.299][d][vo/gpu/opengl] [ 15] layout(offset=104) vec2 tex_scale0;
[ 0.299][d][vo/gpu/opengl] [ 16] };
[ 0.299][d][vo/gpu/opengl] [ 17] uniform sampler1D lut;
[ 0.299][d][vo/gpu/opengl] [ 18] layout(rgba16f) uniform restrict writeonly image2D out_image;
[ 0.299][d][vo/gpu/opengl] [ 19] uniform sampler2D texture0;
[ 0.299][d][vo/gpu/opengl] [ 20] layout (local_size_x = 32, local_size_y = 8) in;
[ 0.299][d][vo/gpu/opengl] [ 21] #define outcoord(id) (out_scale * (vec2(id) + vec2(0.5)))
[ 0.299][d][vo/gpu/opengl] [ 22] #define texmap0_raw(id) (tex_scale0 * outcoord(id))
[ 0.299][d][vo/gpu/opengl] [ 23] #define texmap0(id) (texture_rot0 * texmap0_raw(id) + pixel_size0 * texture_off0)
[ 0.299][d][vo/gpu/opengl] [ 24] #define texcoord0 texmap0(gl_GlobalInvocationID)
[ 0.299][d][vo/gpu/opengl] [ 25] shared float in0[434];
[ 0.299][d][vo/gpu/opengl] [ 26] shared float in1[434];
[ 0.299][d][vo/gpu/opengl] [ 27] shared float in2[434];
[ 0.299][d][vo/gpu/opengl] [ 28] void main() {
[ 0.299][d][vo/gpu/opengl] [ 29] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.299][d][vo/gpu/opengl] [ 30] #undef tex
[ 0.299][d][vo/gpu/opengl] [ 31] #undef texmap
[ 0.299][d][vo/gpu/opengl] [ 32] #define tex texture0
[ 0.299][d][vo/gpu/opengl] [ 33] #define texmap texmap0
[ 0.299][d][vo/gpu/opengl] [ 34] vec2 pos = texcoord0;
[ 0.299][d][vo/gpu/opengl] [ 35] vec2 size = texture_size0;
[ 0.299][d][vo/gpu/opengl] [ 36] vec2 pt = pixel_size0;
[ 0.299][d][vo/gpu/opengl] [ 37] color = vec4(0.0);
[ 0.299][d][vo/gpu/opengl] [ 38] {
[ 0.299][d][vo/gpu/opengl] [ 39] vec2 wpos = texmap(gl_WorkGroupID * gl_WorkGroupSize);
[ 0.299][d][vo/gpu/opengl] [ 40] vec2 wbase = wpos - pt * fract(wpos * size - vec2(0.5));
[ 0.299][d][vo/gpu/opengl] [ 41] vec2 fcoord = fract(pos * size - vec2(0.5));
[ 0.299][d][vo/gpu/opengl] [ 42] vec2 base = pos - pt * fcoord;
[ 0.299][d][vo/gpu/opengl] [ 43] ivec2 rel = ivec2(round((base - wbase) * size));
[ 0.299][d][vo/gpu/opengl] [ 44] int idx;
[ 0.299][d][vo/gpu/opengl] [ 45] float w, d, wsum = 0.0;
[ 0.299][d][vo/gpu/opengl] [ 46] vec4 c;
[ 0.299][d][vo/gpu/opengl] [ 47] for (int y = int(gl_LocalInvocationID.y); y < 14; y += 8) {
[ 0.299][d][vo/gpu/opengl] [ 48] for (int x = int(gl_LocalInvocationID.x); x < 31; x += 32) {
[ 0.299][d][vo/gpu/opengl] [ 49] c = texture(tex, wbase + pt * vec2(x - 3, y - 3));
[ 0.299][d][vo/gpu/opengl] [ 50] in0[31 * y + x] = c[0];
[ 0.299][d][vo/gpu/opengl] [ 51] in1[31 * y + x] = c[1];
[ 0.299][d][vo/gpu/opengl] [ 52] in2[31 * y + x] = c[2];
[ 0.299][d][vo/gpu/opengl] [ 53] }}
[ 0.299][d][vo/gpu/opengl] [ 54] groupMemoryBarrier();
[ 0.299][d][vo/gpu/opengl] [ 55] barrier();
[ 0.299][d][vo/gpu/opengl] [ 56] // scaler samples
[ 0.299][d][vo/gpu/opengl] [ 57] idx = 31 * rel.y + rel.x + 0;
[ 0.299][d][vo/gpu/opengl] [ 58] idx = 31 * rel.y + rel.x + 1;
[ 0.299][d][vo/gpu/opengl] [ 59] idx = 31 * rel.y + rel.x + 2;
[ 0.299][d][vo/gpu/opengl] [ 60] idx = 31 * rel.y + rel.x + 3;
[ 0.299][d][vo/gpu/opengl] [ 61] d = length(vec2(0.0, -3.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [ 62] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [ 63] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [ 64] wsum += w;
[ 0.299][d][vo/gpu/opengl] [ 65] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [ 66] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [ 67] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [ 68] }
[ 0.299][d][vo/gpu/opengl] [ 69] idx = 31 * rel.y + rel.x + 4;
[ 0.299][d][vo/gpu/opengl] [ 70] d = length(vec2(1.0, -3.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [ 71] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [ 72] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [ 73] wsum += w;
[ 0.299][d][vo/gpu/opengl] [ 74] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [ 75] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [ 76] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [ 77] }
[ 0.299][d][vo/gpu/opengl] [ 78] idx = 31 * rel.y + rel.x + 5;
[ 0.299][d][vo/gpu/opengl] [ 79] idx = 31 * rel.y + rel.x + 6;
[ 0.299][d][vo/gpu/opengl] [ 80] idx = 31 * rel.y + rel.x + 7;
[ 0.299][d][vo/gpu/opengl] [ 81] idx = 31 * rel.y + rel.x + 31;
[ 0.299][d][vo/gpu/opengl] [ 82] idx = 31 * rel.y + rel.x + 32;
[ 0.299][d][vo/gpu/opengl] [ 83] d = length(vec2(-2.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [ 84] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [ 85] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [ 86] wsum += w;
[ 0.299][d][vo/gpu/opengl] [ 87] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [ 88] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [ 89] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [ 90] }
[ 0.299][d][vo/gpu/opengl] [ 91] idx = 31 * rel.y + rel.x + 33;
[ 0.299][d][vo/gpu/opengl] [ 92] d = length(vec2(-1.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [ 93] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [ 94] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [ 95] wsum += w;
[ 0.299][d][vo/gpu/opengl] [ 96] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [ 97] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [ 98] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [ 99] }
[ 0.299][d][vo/gpu/opengl] [100] idx = 31 * rel.y + rel.x + 34;
[ 0.299][d][vo/gpu/opengl] [101] d = length(vec2(0.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [102] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [103] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [104] wsum += w;
[ 0.299][d][vo/gpu/opengl] [105] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [106] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [107] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [108] }
[ 0.299][d][vo/gpu/opengl] [109] idx = 31 * rel.y + rel.x + 35;
[ 0.299][d][vo/gpu/opengl] [110] d = length(vec2(1.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [111] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [112] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [113] wsum += w;
[ 0.299][d][vo/gpu/opengl] [114] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [115] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [116] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [117] }
[ 0.299][d][vo/gpu/opengl] [118] idx = 31 * rel.y + rel.x + 36;
[ 0.299][d][vo/gpu/opengl] [119] d = length(vec2(2.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [120] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [121] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [122] wsum += w;
[ 0.299][d][vo/gpu/opengl] [123] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [124] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [125] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [126] }
[ 0.299][d][vo/gpu/opengl] [127] idx = 31 * rel.y + rel.x + 37;
[ 0.299][d][vo/gpu/opengl] [128] d = length(vec2(3.0, -2.0) - fcoord);
[ 0.299][d][vo/gpu/opengl] [129] if (d < 3.032708) {
[ 0.299][d][vo/gpu/opengl] [130] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.299][d][vo/gpu/opengl] [131] wsum += w;
[ 0.299][d][vo/gpu/opengl] [132] color[0] += w * in0[idx];
[ 0.299][d][vo/gpu/opengl] [133] color[1] += w * in1[idx];
[ 0.299][d][vo/gpu/opengl] [134] color[2] += w * in2[idx];
[ 0.299][d][vo/gpu/opengl] [135] }
[ 0.299][d][vo/gpu/opengl] [136] idx = 31 * rel.y + rel.x + 38;
[ 0.300][d][vo/gpu/opengl] [137] idx = 31 * rel.y + rel.x + 62;
[ 0.300][d][vo/gpu/opengl] [138] idx = 31 * rel.y + rel.x + 63;
[ 0.300][d][vo/gpu/opengl] [139] d = length(vec2(-2.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [140] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [141] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [142] wsum += w;
[ 0.300][d][vo/gpu/opengl] [143] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [144] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [145] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [146] }
[ 0.300][d][vo/gpu/opengl] [147] idx = 31 * rel.y + rel.x + 64;
[ 0.300][d][vo/gpu/opengl] [148] d = length(vec2(-1.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [149] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [150] wsum += w;
[ 0.300][d][vo/gpu/opengl] [151] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [152] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [153] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [154] idx = 31 * rel.y + rel.x + 65;
[ 0.300][d][vo/gpu/opengl] [155] d = length(vec2(0.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [156] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [157] wsum += w;
[ 0.300][d][vo/gpu/opengl] [158] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [159] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [160] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [161] idx = 31 * rel.y + rel.x + 66;
[ 0.300][d][vo/gpu/opengl] [162] d = length(vec2(1.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [163] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [164] wsum += w;
[ 0.300][d][vo/gpu/opengl] [165] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [166] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [167] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [168] idx = 31 * rel.y + rel.x + 67;
[ 0.300][d][vo/gpu/opengl] [169] d = length(vec2(2.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [170] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [171] wsum += w;
[ 0.300][d][vo/gpu/opengl] [172] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [173] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [174] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [175] idx = 31 * rel.y + rel.x + 68;
[ 0.300][d][vo/gpu/opengl] [176] d = length(vec2(3.0, -1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [177] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [178] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [179] wsum += w;
[ 0.300][d][vo/gpu/opengl] [180] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [181] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [182] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [183] }
[ 0.300][d][vo/gpu/opengl] [184] idx = 31 * rel.y + rel.x + 69;
[ 0.300][d][vo/gpu/opengl] [185] idx = 31 * rel.y + rel.x + 93;
[ 0.300][d][vo/gpu/opengl] [186] d = length(vec2(-3.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [187] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [188] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [189] wsum += w;
[ 0.300][d][vo/gpu/opengl] [190] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [191] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [192] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [193] }
[ 0.300][d][vo/gpu/opengl] [194] idx = 31 * rel.y + rel.x + 94;
[ 0.300][d][vo/gpu/opengl] [195] d = length(vec2(-2.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [196] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [197] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [198] wsum += w;
[ 0.300][d][vo/gpu/opengl] [199] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [200] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [201] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [202] }
[ 0.300][d][vo/gpu/opengl] [203] idx = 31 * rel.y + rel.x + 95;
[ 0.300][d][vo/gpu/opengl] [204] d = length(vec2(-1.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [205] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [206] wsum += w;
[ 0.300][d][vo/gpu/opengl] [207] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [208] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [209] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [210] idx = 31 * rel.y + rel.x + 96;
[ 0.300][d][vo/gpu/opengl] [211] d = length(vec2(0.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [212] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [213] wsum += w;
[ 0.300][d][vo/gpu/opengl] [214] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [215] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [216] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [217] idx = 31 * rel.y + rel.x + 97;
[ 0.300][d][vo/gpu/opengl] [218] d = length(vec2(1.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [219] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [220] wsum += w;
[ 0.300][d][vo/gpu/opengl] [221] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [222] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [223] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [224] idx = 31 * rel.y + rel.x + 98;
[ 0.300][d][vo/gpu/opengl] [225] d = length(vec2(2.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [226] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [227] wsum += w;
[ 0.300][d][vo/gpu/opengl] [228] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [229] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [230] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [231] idx = 31 * rel.y + rel.x + 99;
[ 0.300][d][vo/gpu/opengl] [232] d = length(vec2(3.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [233] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [234] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [235] wsum += w;
[ 0.300][d][vo/gpu/opengl] [236] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [237] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [238] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [239] }
[ 0.300][d][vo/gpu/opengl] [240] idx = 31 * rel.y + rel.x + 100;
[ 0.300][d][vo/gpu/opengl] [241] d = length(vec2(4.0, 0.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [242] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [243] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [244] wsum += w;
[ 0.300][d][vo/gpu/opengl] [245] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [246] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [247] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [248] }
[ 0.300][d][vo/gpu/opengl] [249] idx = 31 * rel.y + rel.x + 124;
[ 0.300][d][vo/gpu/opengl] [250] d = length(vec2(-3.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [251] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [252] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [253] wsum += w;
[ 0.300][d][vo/gpu/opengl] [254] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [255] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [256] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [257] }
[ 0.300][d][vo/gpu/opengl] [258] idx = 31 * rel.y + rel.x + 125;
[ 0.300][d][vo/gpu/opengl] [259] d = length(vec2(-2.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [260] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [261] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [262] wsum += w;
[ 0.300][d][vo/gpu/opengl] [263] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [264] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [265] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [266] }
[ 0.300][d][vo/gpu/opengl] [267] idx = 31 * rel.y + rel.x + 126;
[ 0.300][d][vo/gpu/opengl] [268] d = length(vec2(-1.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [269] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [270] wsum += w;
[ 0.300][d][vo/gpu/opengl] [271] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [272] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [273] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [274] idx = 31 * rel.y + rel.x + 127;
[ 0.300][d][vo/gpu/opengl] [275] d = length(vec2(0.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [276] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [277] wsum += w;
[ 0.300][d][vo/gpu/opengl] [278] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [279] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [280] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [281] idx = 31 * rel.y + rel.x + 128;
[ 0.300][d][vo/gpu/opengl] [282] d = length(vec2(1.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [283] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [284] wsum += w;
[ 0.300][d][vo/gpu/opengl] [285] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [286] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [287] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [288] idx = 31 * rel.y + rel.x + 129;
[ 0.300][d][vo/gpu/opengl] [289] d = length(vec2(2.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [290] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [291] wsum += w;
[ 0.300][d][vo/gpu/opengl] [292] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [293] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [294] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [295] idx = 31 * rel.y + rel.x + 130;
[ 0.300][d][vo/gpu/opengl] [296] d = length(vec2(3.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [297] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [298] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [299] wsum += w;
[ 0.300][d][vo/gpu/opengl] [300] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [301] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [302] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [303] }
[ 0.300][d][vo/gpu/opengl] [304] idx = 31 * rel.y + rel.x + 131;
[ 0.300][d][vo/gpu/opengl] [305] d = length(vec2(4.0, 1.0) - fcoord);
[ 0.300][d][vo/gpu/opengl] [306] if (d < 3.032708) {
[ 0.300][d][vo/gpu/opengl] [307] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.300][d][vo/gpu/opengl] [308] wsum += w;
[ 0.300][d][vo/gpu/opengl] [309] color[0] += w * in0[idx];
[ 0.300][d][vo/gpu/opengl] [310] color[1] += w * in1[idx];
[ 0.300][d][vo/gpu/opengl] [311] color[2] += w * in2[idx];
[ 0.300][d][vo/gpu/opengl] [312] }
[ 0.300][d][vo/gpu/opengl] [313] idx = 31 * rel.y + rel.x + 155;
[ 0.301][d][vo/gpu/opengl] [314] idx = 31 * rel.y + rel.x + 156;
[ 0.301][d][vo/gpu/opengl] [315] d = length(vec2(-2.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [316] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [317] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [318] wsum += w;
[ 0.301][d][vo/gpu/opengl] [319] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [320] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [321] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [322] }
[ 0.301][d][vo/gpu/opengl] [323] idx = 31 * rel.y + rel.x + 157;
[ 0.301][d][vo/gpu/opengl] [324] d = length(vec2(-1.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [325] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [326] wsum += w;
[ 0.301][d][vo/gpu/opengl] [327] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [328] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [329] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [330] idx = 31 * rel.y + rel.x + 158;
[ 0.301][d][vo/gpu/opengl] [331] d = length(vec2(0.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [332] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [333] wsum += w;
[ 0.301][d][vo/gpu/opengl] [334] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [335] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [336] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [337] idx = 31 * rel.y + rel.x + 159;
[ 0.301][d][vo/gpu/opengl] [338] d = length(vec2(1.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [339] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [340] wsum += w;
[ 0.301][d][vo/gpu/opengl] [341] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [342] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [343] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [344] idx = 31 * rel.y + rel.x + 160;
[ 0.301][d][vo/gpu/opengl] [345] d = length(vec2(2.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [346] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [347] wsum += w;
[ 0.301][d][vo/gpu/opengl] [348] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [349] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [350] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [351] idx = 31 * rel.y + rel.x + 161;
[ 0.301][d][vo/gpu/opengl] [352] d = length(vec2(3.0, 2.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [353] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [354] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [355] wsum += w;
[ 0.301][d][vo/gpu/opengl] [356] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [357] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [358] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [359] }
[ 0.301][d][vo/gpu/opengl] [360] idx = 31 * rel.y + rel.x + 162;
[ 0.301][d][vo/gpu/opengl] [361] idx = 31 * rel.y + rel.x + 186;
[ 0.301][d][vo/gpu/opengl] [362] idx = 31 * rel.y + rel.x + 187;
[ 0.301][d][vo/gpu/opengl] [363] d = length(vec2(-2.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [364] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [365] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [366] wsum += w;
[ 0.301][d][vo/gpu/opengl] [367] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [368] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [369] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [370] }
[ 0.301][d][vo/gpu/opengl] [371] idx = 31 * rel.y + rel.x + 188;
[ 0.301][d][vo/gpu/opengl] [372] d = length(vec2(-1.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [373] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [374] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [375] wsum += w;
[ 0.301][d][vo/gpu/opengl] [376] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [377] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [378] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [379] }
[ 0.301][d][vo/gpu/opengl] [380] idx = 31 * rel.y + rel.x + 189;
[ 0.301][d][vo/gpu/opengl] [381] d = length(vec2(0.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [382] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [383] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [384] wsum += w;
[ 0.301][d][vo/gpu/opengl] [385] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [386] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [387] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [388] }
[ 0.301][d][vo/gpu/opengl] [389] idx = 31 * rel.y + rel.x + 190;
[ 0.301][d][vo/gpu/opengl] [390] d = length(vec2(1.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [391] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [392] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [393] wsum += w;
[ 0.301][d][vo/gpu/opengl] [394] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [395] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [396] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [397] }
[ 0.301][d][vo/gpu/opengl] [398] idx = 31 * rel.y + rel.x + 191;
[ 0.301][d][vo/gpu/opengl] [399] d = length(vec2(2.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [400] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [401] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [402] wsum += w;
[ 0.301][d][vo/gpu/opengl] [403] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [404] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [405] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [406] }
[ 0.301][d][vo/gpu/opengl] [407] idx = 31 * rel.y + rel.x + 192;
[ 0.301][d][vo/gpu/opengl] [408] d = length(vec2(3.0, 3.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [409] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [410] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [411] wsum += w;
[ 0.301][d][vo/gpu/opengl] [412] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [413] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [414] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [415] }
[ 0.301][d][vo/gpu/opengl] [416] idx = 31 * rel.y + rel.x + 193;
[ 0.301][d][vo/gpu/opengl] [417] idx = 31 * rel.y + rel.x + 217;
[ 0.301][d][vo/gpu/opengl] [418] idx = 31 * rel.y + rel.x + 218;
[ 0.301][d][vo/gpu/opengl] [419] idx = 31 * rel.y + rel.x + 219;
[ 0.301][d][vo/gpu/opengl] [420] idx = 31 * rel.y + rel.x + 220;
[ 0.301][d][vo/gpu/opengl] [421] d = length(vec2(0.0, 4.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [422] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [423] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [424] wsum += w;
[ 0.301][d][vo/gpu/opengl] [425] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [426] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [427] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [428] }
[ 0.301][d][vo/gpu/opengl] [429] idx = 31 * rel.y + rel.x + 221;
[ 0.301][d][vo/gpu/opengl] [430] d = length(vec2(1.0, 4.0) - fcoord);
[ 0.301][d][vo/gpu/opengl] [431] if (d < 3.032708) {
[ 0.301][d][vo/gpu/opengl] [432] w = tex1D(lut, LUT_POS(d * 1.0/3.238315, 64.0)).r;
[ 0.301][d][vo/gpu/opengl] [433] wsum += w;
[ 0.301][d][vo/gpu/opengl] [434] color[0] += w * in0[idx];
[ 0.301][d][vo/gpu/opengl] [435] color[1] += w * in1[idx];
[ 0.301][d][vo/gpu/opengl] [436] color[2] += w * in2[idx];
[ 0.301][d][vo/gpu/opengl] [437] }
[ 0.301][d][vo/gpu/opengl] [438] idx = 31 * rel.y + rel.x + 222;
[ 0.301][d][vo/gpu/opengl] [439] idx = 31 * rel.y + rel.x + 223;
[ 0.301][d][vo/gpu/opengl] [440] idx = 31 * rel.y + rel.x + 224;
[ 0.301][d][vo/gpu/opengl] [441] color = color / vec4(wsum);
[ 0.301][d][vo/gpu/opengl] [442] }
[ 0.301][d][vo/gpu/opengl] [443] color *= 1.000000;
[ 0.301][d][vo/gpu/opengl] [444] color.a = 1.000000;
[ 0.301][d][vo/gpu/opengl] [445] // scaler post-conversion
[ 0.301][d][vo/gpu/opengl] [446] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.301][d][vo/gpu/opengl] [447] color.rgb = (1.0/(1.0 + exp(6.500000 * (0.750000 - color.rgb))) - 0.007577) * 1.0/0.827906;
[ 0.301][d][vo/gpu/opengl] [448] // color mapping
[ 0.301][d][vo/gpu/opengl] [449] color.rgb *= vec3(1.000000);
[ 0.301][d][vo/gpu/opengl] [450] color.rgb *= vec3(1.000000);
[ 0.301][d][vo/gpu/opengl] [451] // delinearize
[ 0.301][d][vo/gpu/opengl] [452] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.301][d][vo/gpu/opengl] [453] color.rgb *= vec3(1.000000);
[ 0.301][d][vo/gpu/opengl] [454] color.rgb = pow(color.rgb, vec3(1.0/2.4));
[ 0.301][d][vo/gpu/opengl] [455] imageStore(out_image, ivec2(gl_GlobalInvocationID), color);
[ 0.301][d][vo/gpu/opengl] [456] }
[ 0.302][d][vo/gpu/opengl] shader link log (status=1):
[ 0.303][v][vo/gpu] Dither to 8.
[ 0.338][d][vo/gpu/opengl] vertex shader source:
[ 0.338][d][vo/gpu/opengl] [ 1] #version 440
[ 0.338][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.338][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.338][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.338][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.338][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.338][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.338][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.338][d][vo/gpu/opengl] [ 9] void main() {
[ 0.338][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.338][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.338][d][vo/gpu/opengl] [ 12] }
[ 0.338][d][vo/gpu/opengl] fragment shader source:
[ 0.338][d][vo/gpu/opengl] [ 1] #version 440
[ 0.338][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.338][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.338][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.338][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.338][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.338][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.338][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.338][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.338][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.338][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.338][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.338][d][vo/gpu/opengl] [ 13] };
[ 0.338][d][vo/gpu/opengl] [ 14] uniform sampler2D dither;
[ 0.338][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.338][d][vo/gpu/opengl] [ 16] void main() {
[ 0.338][d][vo/gpu/opengl] [ 17] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.338][d][vo/gpu/opengl] [ 18] color.rgb = 1.000000 * vec4(texture(texture0, texcoord0)).rgb;
[ 0.338][d][vo/gpu/opengl] [ 19] // dithering
[ 0.338][d][vo/gpu/opengl] [ 20] vec2 dither_pos = gl_FragCoord.xy * 1.0/64.0;
[ 0.338][d][vo/gpu/opengl] [ 21] float dither_value = texture(dither, dither_pos).r;
[ 0.338][d][vo/gpu/opengl] [ 22] color = floor(color * 255.0 + dither_value + 0.5 / 4096.0) * 1.0/255.0;
[ 0.338][d][vo/gpu/opengl] [ 23] out_color = color;
[ 0.338][d][vo/gpu/opengl] [ 24] }
[ 0.338][d][vo/gpu/opengl] shader link log (status=1):
[ 0.338][v][cplayer] first video frame after restart shown
[ 0.338][d][vo/gpu/opengl] vertex shader source:
[ 0.338][d][vo/gpu/opengl] [ 1] #version 440
[ 0.338][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.338][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.338][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.338][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.338][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.338][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.338][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 9] in vec2 vertex_texcoord1;
[ 0.339][d][vo/gpu/opengl] [ 10] out vec2 texcoord1;
[ 0.339][d][vo/gpu/opengl] [ 11] void main() {
[ 0.339][d][vo/gpu/opengl] [ 12] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.339][d][vo/gpu/opengl] [ 13] texcoord0 = vertex_texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 14] texcoord1 = vertex_texcoord1;
[ 0.339][d][vo/gpu/opengl] [ 15] }
[ 0.339][d][vo/gpu/opengl] fragment shader source:
[ 0.339][d][vo/gpu/opengl] [ 1] #version 440
[ 0.339][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.339][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.339][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.339][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.339][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.339][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 8] in vec2 texcoord1;
[ 0.339][d][vo/gpu/opengl] [ 9] layout(std140, binding=0) uniform UBO {
[ 0.339][d][vo/gpu/opengl] [ 10] layout(offset=0) vec2 texture_size0;
[ 0.339][d][vo/gpu/opengl] [ 11] layout(offset=16) mat2 texture_rot0;
[ 0.339][d][vo/gpu/opengl] [ 12] layout(offset=48) vec2 texture_off0;
[ 0.339][d][vo/gpu/opengl] [ 13] layout(offset=56) vec2 pixel_size0;
[ 0.339][d][vo/gpu/opengl] [ 14] layout(offset=64) vec2 texture_size1;
[ 0.339][d][vo/gpu/opengl] [ 15] layout(offset=80) mat2 texture_rot1;
[ 0.339][d][vo/gpu/opengl] [ 16] layout(offset=112) vec2 texture_off1;
[ 0.339][d][vo/gpu/opengl] [ 17] layout(offset=120) vec2 pixel_size1;
[ 0.339][d][vo/gpu/opengl] [ 18] };
[ 0.339][d][vo/gpu/opengl] [ 19] uniform sampler2D texture0;
[ 0.339][d][vo/gpu/opengl] [ 20] uniform sampler2D texture1;
[ 0.339][d][vo/gpu/opengl] [ 21] void main() {
[ 0.339][d][vo/gpu/opengl] [ 22] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.339][d][vo/gpu/opengl] [ 23] // merging plane 1 ...
[ 0.339][d][vo/gpu/opengl] [ 24] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[ 0.339][d][vo/gpu/opengl] [ 25] // merging plane 2 ... into 1
[ 0.339][d][vo/gpu/opengl] [ 26] color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;
[ 0.339][d][vo/gpu/opengl] [ 27] out_color = color;
[ 0.339][d][vo/gpu/opengl] [ 28] }
[ 0.339][d][vo/gpu/opengl] shader link log (status=1):
[ 0.339][d][vo/gpu/opengl] vertex shader source:
[ 0.339][d][vo/gpu/opengl] [ 1] #version 440
[ 0.339][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.339][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.339][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.339][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.339][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.339][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 9] void main() {
[ 0.339][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.339][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 12] }
[ 0.339][d][vo/gpu/opengl] fragment shader source:
[ 0.339][d][vo/gpu/opengl] [ 1] #version 440
[ 0.339][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.339][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.339][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.339][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.339][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.339][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.339][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.339][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.339][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.339][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.339][d][vo/gpu/opengl] [ 13] };
[ 0.339][d][vo/gpu/opengl] [ 14] uniform float random;
[ 0.339][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.339][d][vo/gpu/opengl] [ 16] #define HOOKED_raw texture0
[ 0.339][d][vo/gpu/opengl] [ 17] #define HOOKED_pos texcoord0
[ 0.339][d][vo/gpu/opengl] [ 18] #define HOOKED_size texture_size0
[ 0.339][d][vo/gpu/opengl] [ 19] #define HOOKED_rot texture_rot0
[ 0.339][d][vo/gpu/opengl] [ 20] #define HOOKED_off texture_off0
[ 0.339][d][vo/gpu/opengl] [ 21] #define HOOKED_pt pixel_size0
[ 0.339][d][vo/gpu/opengl] [ 22] #define HOOKED_map texmap0
[ 0.339][d][vo/gpu/opengl] [ 23] #define HOOKED_mul 1.000000
[ 0.339][d][vo/gpu/opengl] [ 24] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[ 0.339][d][vo/gpu/opengl] [ 25] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[ 0.339][d][vo/gpu/opengl] [ 26] #define LUMA_raw texture0
[ 0.339][d][vo/gpu/opengl] [ 27] #define LUMA_pos texcoord0
[ 0.339][d][vo/gpu/opengl] [ 28] #define LUMA_size texture_size0
[ 0.339][d][vo/gpu/opengl] [ 29] #define LUMA_rot texture_rot0
[ 0.339][d][vo/gpu/opengl] [ 30] #define LUMA_off texture_off0
[ 0.339][d][vo/gpu/opengl] [ 31] #define LUMA_pt pixel_size0
[ 0.339][d][vo/gpu/opengl] [ 32] #define LUMA_map texmap0
[ 0.339][d][vo/gpu/opengl] [ 33] #define LUMA_mul 1.000000
[ 0.339][d][vo/gpu/opengl] [ 34] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[ 0.339][d][vo/gpu/opengl] [ 35] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[ 0.339][d][vo/gpu/opengl] [ 36] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[ 0.339][d][vo/gpu/opengl] [ 37] float permute(float x) {
[ 0.339][d][vo/gpu/opengl] [ 38] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[ 0.339][d][vo/gpu/opengl] [ 39] }
[ 0.339][d][vo/gpu/opengl] [ 40] float rand(float x) { return fract(x * 1.0/41.0); }
[ 0.339][d][vo/gpu/opengl] [ 41] vec4 average(float range, inout float h) {
[ 0.339][d][vo/gpu/opengl] [ 42] float dist = rand(h) * range; h = permute(h);
[ 0.339][d][vo/gpu/opengl] [ 43] float dir = rand(h) * 6.2831853; h = permute(h);
[ 0.339][d][vo/gpu/opengl] [ 44] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 0.339][d][vo/gpu/opengl] [ 45] vec4 ref[4];
[ 0.339][d][vo/gpu/opengl] [ 46] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[ 0.339][d][vo/gpu/opengl] [ 47] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[ 0.339][d][vo/gpu/opengl] [ 48] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[ 0.339][d][vo/gpu/opengl] [ 49] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[ 0.339][d][vo/gpu/opengl] [ 50] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[ 0.339][d][vo/gpu/opengl] [ 51] }
[ 0.339][d][vo/gpu/opengl] [ 52] void main() {
[ 0.339][d][vo/gpu/opengl] [ 53] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.339][d][vo/gpu/opengl] [ 54] {
[ 0.339][d][vo/gpu/opengl] [ 55] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[ 0.339][d][vo/gpu/opengl] [ 56] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[ 0.339][d][vo/gpu/opengl] [ 57] color = HOOKED_tex(HOOKED_pos);
[ 0.339][d][vo/gpu/opengl] [ 58] vec4 avg, diff;
[ 0.339][d][vo/gpu/opengl] [ 59] avg = average(16.000000, h);
[ 0.339][d][vo/gpu/opengl] [ 60] diff = abs(color - avg);
[ 0.339][d][vo/gpu/opengl] [ 61] color = mix(avg, color, bvec4(greaterThan(diff, vec4(0.001953))));
[ 0.339][d][vo/gpu/opengl] [ 62] vec3 noise;
[ 0.339][d][vo/gpu/opengl] [ 63] noise.x = rand(h); h = permute(h);
[ 0.339][d][vo/gpu/opengl] [ 64] noise.y = rand(h); h = permute(h);
[ 0.339][d][vo/gpu/opengl] [ 65] noise.z = rand(h); h = permute(h);
[ 0.339][d][vo/gpu/opengl] [ 66] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 0.339][d][vo/gpu/opengl] [ 67] }
[ 0.339][d][vo/gpu/opengl] [ 68] color.g = 0.000000;
[ 0.339][d][vo/gpu/opengl] [ 69] color.b = 0.000000;
[ 0.339][d][vo/gpu/opengl] [ 70] color.a = 1.000000;
[ 0.339][d][vo/gpu/opengl] [ 71] out_color = color;
[ 0.339][d][vo/gpu/opengl] [ 72] }
[ 0.339][d][vo/gpu/opengl] shader link log (status=1):
[ 0.339][d][vo/gpu/opengl] vertex shader source:
[ 0.339][d][vo/gpu/opengl] [ 1] #version 440
[ 0.339][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.339][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.339][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.339][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.339][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.339][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 9] void main() {
[ 0.339][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.339][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 12] }
[ 0.339][d][vo/gpu/opengl] fragment shader source:
[ 0.339][d][vo/gpu/opengl] [ 1] #version 440
[ 0.339][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.339][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.339][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.339][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.339][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.339][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.339][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.339][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.339][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.339][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.339][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.339][d][vo/gpu/opengl] [ 13] };
[ 0.339][d][vo/gpu/opengl] [ 14] uniform float random;
[ 0.339][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.339][d][vo/gpu/opengl] [ 16] #define HOOKED_raw texture0
[ 0.339][d][vo/gpu/opengl] [ 17] #define HOOKED_pos texcoord0
[ 0.339][d][vo/gpu/opengl] [ 18] #define HOOKED_size texture_size0
[ 0.339][d][vo/gpu/opengl] [ 19] #define HOOKED_rot texture_rot0
[ 0.339][d][vo/gpu/opengl] [ 20] #define HOOKED_off texture_off0
[ 0.339][d][vo/gpu/opengl] [ 21] #define HOOKED_pt pixel_size0
[ 0.339][d][vo/gpu/opengl] [ 22] #define HOOKED_map texmap0
[ 0.339][d][vo/gpu/opengl] [ 23] #define HOOKED_mul 1.000000
[ 0.339][d][vo/gpu/opengl] [ 24] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[ 0.339][d][vo/gpu/opengl] [ 25] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[ 0.340][d][vo/gpu/opengl] [ 26] #define CHROMA_raw texture0
[ 0.340][d][vo/gpu/opengl] [ 27] #define CHROMA_pos texcoord0
[ 0.340][d][vo/gpu/opengl] [ 28] #define CHROMA_size texture_size0
[ 0.340][d][vo/gpu/opengl] [ 29] #define CHROMA_rot texture_rot0
[ 0.340][d][vo/gpu/opengl] [ 30] #define CHROMA_off texture_off0
[ 0.340][d][vo/gpu/opengl] [ 31] #define CHROMA_pt pixel_size0
[ 0.340][d][vo/gpu/opengl] [ 32] #define CHROMA_map texmap0
[ 0.340][d][vo/gpu/opengl] [ 33] #define CHROMA_mul 1.000000
[ 0.340][d][vo/gpu/opengl] [ 34] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[ 0.340][d][vo/gpu/opengl] [ 35] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[ 0.340][d][vo/gpu/opengl] [ 36] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[ 0.340][d][vo/gpu/opengl] [ 37] float permute(float x) {
[ 0.340][d][vo/gpu/opengl] [ 38] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[ 0.340][d][vo/gpu/opengl] [ 39] }
[ 0.340][d][vo/gpu/opengl] [ 40] float rand(float x) { return fract(x * 1.0/41.0); }
[ 0.340][d][vo/gpu/opengl] [ 41] vec4 average(float range, inout float h) {
[ 0.340][d][vo/gpu/opengl] [ 42] float dist = rand(h) * range; h = permute(h);
[ 0.340][d][vo/gpu/opengl] [ 43] float dir = rand(h) * 6.2831853; h = permute(h);
[ 0.340][d][vo/gpu/opengl] [ 44] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 0.340][d][vo/gpu/opengl] [ 45] vec4 ref[4];
[ 0.340][d][vo/gpu/opengl] [ 46] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[ 0.340][d][vo/gpu/opengl] [ 47] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[ 0.340][d][vo/gpu/opengl] [ 48] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[ 0.340][d][vo/gpu/opengl] [ 49] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[ 0.340][d][vo/gpu/opengl] [ 50] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[ 0.340][d][vo/gpu/opengl] [ 51] }
[ 0.340][d][vo/gpu/opengl] [ 52] void main() {
[ 0.340][d][vo/gpu/opengl] [ 53] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 54] {
[ 0.340][d][vo/gpu/opengl] [ 55] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[ 0.340][d][vo/gpu/opengl] [ 56] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[ 0.340][d][vo/gpu/opengl] [ 57] color = HOOKED_tex(HOOKED_pos);
[ 0.340][d][vo/gpu/opengl] [ 58] vec4 avg, diff;
[ 0.340][d][vo/gpu/opengl] [ 59] avg = average(16.000000, h);
[ 0.340][d][vo/gpu/opengl] [ 60] diff = abs(color - avg);
[ 0.340][d][vo/gpu/opengl] [ 61] color = mix(avg, color, bvec4(greaterThan(diff, vec4(0.001953))));
[ 0.340][d][vo/gpu/opengl] [ 62] vec3 noise;
[ 0.340][d][vo/gpu/opengl] [ 63] noise.x = rand(h); h = permute(h);
[ 0.340][d][vo/gpu/opengl] [ 64] noise.y = rand(h); h = permute(h);
[ 0.340][d][vo/gpu/opengl] [ 65] noise.z = rand(h); h = permute(h);
[ 0.340][d][vo/gpu/opengl] [ 66] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 0.340][d][vo/gpu/opengl] [ 67] }
[ 0.340][d][vo/gpu/opengl] [ 68] color.b = 0.000000;
[ 0.340][d][vo/gpu/opengl] [ 69] color.a = 1.000000;
[ 0.340][d][vo/gpu/opengl] [ 70] out_color = color;
[ 0.340][d][vo/gpu/opengl] [ 71] }
[ 0.340][d][vo/gpu/opengl] shader link log (status=1):
[ 0.340][d][vo/gpu/opengl] vertex shader source:
[ 0.340][d][vo/gpu/opengl] [ 1] #version 440
[ 0.340][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.340][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.340][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.340][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.340][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.340][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 9] void main() {
[ 0.340][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 12] }
[ 0.340][d][vo/gpu/opengl] fragment shader source:
[ 0.340][d][vo/gpu/opengl] [ 1] #version 440
[ 0.340][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.340][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.340][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.340][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.340][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.340][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.340][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.340][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.340][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.340][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.340][d][vo/gpu/opengl] [ 13] };
[ 0.340][d][vo/gpu/opengl] [ 14] uniform sampler2D lut;
[ 0.340][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.340][d][vo/gpu/opengl] [ 16] void main() {
[ 0.340][d][vo/gpu/opengl] [ 17] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 18] // upscaling plane 1
[ 0.340][d][vo/gpu/opengl] [ 19] #undef tex
[ 0.340][d][vo/gpu/opengl] [ 20] #undef texmap
[ 0.340][d][vo/gpu/opengl] [ 21] #define tex texture0
[ 0.340][d][vo/gpu/opengl] [ 22] #define texmap texmap0
[ 0.340][d][vo/gpu/opengl] [ 23] vec2 pos = texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 24] vec2 size = texture_size0;
[ 0.340][d][vo/gpu/opengl] [ 25] vec2 pt = pixel_size0;
[ 0.340][d][vo/gpu/opengl] [ 26] // first pass
[ 0.340][d][vo/gpu/opengl] [ 27] color = vec4(0.0);
[ 0.340][d][vo/gpu/opengl] [ 28] {
[ 0.340][d][vo/gpu/opengl] [ 29] vec2 dir = vec2(0.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 30] pt *= dir;
[ 0.340][d][vo/gpu/opengl] [ 31] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 0.340][d][vo/gpu/opengl] [ 32] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 0.340][d][vo/gpu/opengl] [ 33] vec4 c;
[ 0.340][d][vo/gpu/opengl] [ 34] float ypos = LUT_POS(fcoord, 64.0);
[ 0.340][d][vo/gpu/opengl] [ 35] float weights[6];
[ 0.340][d][vo/gpu/opengl] [ 36] c = texture(lut, vec2(0.250000, ypos));
[ 0.340][d][vo/gpu/opengl] [ 37] weights[0] = c[0];
[ 0.340][d][vo/gpu/opengl] [ 38] weights[1] = c[1];
[ 0.340][d][vo/gpu/opengl] [ 39] weights[2] = c[2];
[ 0.340][d][vo/gpu/opengl] [ 40] weights[3] = c[3];
[ 0.340][d][vo/gpu/opengl] [ 41] c = texture(lut, vec2(0.750000, ypos));
[ 0.340][d][vo/gpu/opengl] [ 42] weights[4] = c[0];
[ 0.340][d][vo/gpu/opengl] [ 43] weights[5] = c[1];
[ 0.340][d][vo/gpu/opengl] [ 44] // scaler samples
[ 0.340][d][vo/gpu/opengl] [ 45] c = texture(tex, base + pt * vec2(0.0));
[ 0.340][d][vo/gpu/opengl] [ 46] color += vec4(weights[0]) * c;
[ 0.340][d][vo/gpu/opengl] [ 47] c = texture(tex, base + pt * vec2(1.0));
[ 0.340][d][vo/gpu/opengl] [ 48] color += vec4(weights[1]) * c;
[ 0.340][d][vo/gpu/opengl] [ 49] c = texture(tex, base + pt * vec2(2.0));
[ 0.340][d][vo/gpu/opengl] [ 50] color += vec4(weights[2]) * c;
[ 0.340][d][vo/gpu/opengl] [ 51] c = texture(tex, base + pt * vec2(3.0));
[ 0.340][d][vo/gpu/opengl] [ 52] color += vec4(weights[3]) * c;
[ 0.340][d][vo/gpu/opengl] [ 53] c = texture(tex, base + pt * vec2(4.0));
[ 0.340][d][vo/gpu/opengl] [ 54] color += vec4(weights[4]) * c;
[ 0.340][d][vo/gpu/opengl] [ 55] c = texture(tex, base + pt * vec2(5.0));
[ 0.340][d][vo/gpu/opengl] [ 56] color += vec4(weights[5]) * c;
[ 0.340][d][vo/gpu/opengl] [ 57] }
[ 0.340][d][vo/gpu/opengl] [ 58] color *= 1.000000;
[ 0.340][d][vo/gpu/opengl] [ 59] out_color = color;
[ 0.340][d][vo/gpu/opengl] [ 60] }
[ 0.340][d][vo/gpu/opengl] shader link log (status=1):
[ 0.340][d][vo/gpu/opengl] vertex shader source:
[ 0.340][d][vo/gpu/opengl] [ 1] #version 440
[ 0.340][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.340][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.340][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.340][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.340][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.340][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 9] void main() {
[ 0.340][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 12] }
[ 0.340][d][vo/gpu/opengl] fragment shader source:
[ 0.340][d][vo/gpu/opengl] [ 1] #version 440
[ 0.340][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.340][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.340][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.340][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.340][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.340][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.340][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.340][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.340][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.340][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.340][d][vo/gpu/opengl] [ 13] };
[ 0.340][d][vo/gpu/opengl] [ 14] uniform sampler2D lut;
[ 0.340][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.340][d][vo/gpu/opengl] [ 16] void main() {
[ 0.340][d][vo/gpu/opengl] [ 17] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.340][d][vo/gpu/opengl] [ 18] #undef tex
[ 0.340][d][vo/gpu/opengl] [ 19] #undef texmap
[ 0.340][d][vo/gpu/opengl] [ 20] #define tex texture0
[ 0.340][d][vo/gpu/opengl] [ 21] #define texmap texmap0
[ 0.340][d][vo/gpu/opengl] [ 22] vec2 pos = texcoord0;
[ 0.340][d][vo/gpu/opengl] [ 23] vec2 size = texture_size0;
[ 0.340][d][vo/gpu/opengl] [ 24] vec2 pt = pixel_size0;
[ 0.340][d][vo/gpu/opengl] [ 25] color = vec4(0.0);
[ 0.340][d][vo/gpu/opengl] [ 26] {
[ 0.340][d][vo/gpu/opengl] [ 27] vec2 dir = vec2(1.0, 0.0);
[ 0.340][d][vo/gpu/opengl] [ 28] pt *= dir;
[ 0.340][d][vo/gpu/opengl] [ 29] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 0.340][d][vo/gpu/opengl] [ 30] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 0.340][d][vo/gpu/opengl] [ 31] vec4 c;
[ 0.340][d][vo/gpu/opengl] [ 32] float ypos = LUT_POS(fcoord, 64.0);
[ 0.340][d][vo/gpu/opengl] [ 33] float weights[6];
[ 0.340][d][vo/gpu/opengl] [ 34] c = texture(lut, vec2(0.250000, ypos));
[ 0.340][d][vo/gpu/opengl] [ 35] weights[0] = c[0];
[ 0.340][d][vo/gpu/opengl] [ 36] weights[1] = c[1];
[ 0.340][d][vo/gpu/opengl] [ 37] weights[2] = c[2];
[ 0.340][d][vo/gpu/opengl] [ 38] weights[3] = c[3];
[ 0.340][d][vo/gpu/opengl] [ 39] c = texture(lut, vec2(0.750000, ypos));
[ 0.340][d][vo/gpu/opengl] [ 40] weights[4] = c[0];
[ 0.340][d][vo/gpu/opengl] [ 41] weights[5] = c[1];
[ 0.340][d][vo/gpu/opengl] [ 42] // scaler samples
[ 0.341][d][vo/gpu/opengl] [ 43] c = texture(tex, base + pt * vec2(0.0));
[ 0.341][d][vo/gpu/opengl] [ 44] color += vec4(weights[0]) * c;
[ 0.341][d][vo/gpu/opengl] [ 45] c = texture(tex, base + pt * vec2(1.0));
[ 0.341][d][vo/gpu/opengl] [ 46] color += vec4(weights[1]) * c;
[ 0.341][d][vo/gpu/opengl] [ 47] c = texture(tex, base + pt * vec2(2.0));
[ 0.341][d][vo/gpu/opengl] [ 48] color += vec4(weights[2]) * c;
[ 0.341][d][vo/gpu/opengl] [ 49] c = texture(tex, base + pt * vec2(3.0));
[ 0.341][d][vo/gpu/opengl] [ 50] color += vec4(weights[3]) * c;
[ 0.341][d][vo/gpu/opengl] [ 51] c = texture(tex, base + pt * vec2(4.0));
[ 0.341][d][vo/gpu/opengl] [ 52] color += vec4(weights[4]) * c;
[ 0.341][d][vo/gpu/opengl] [ 53] c = texture(tex, base + pt * vec2(5.0));
[ 0.341][d][vo/gpu/opengl] [ 54] color += vec4(weights[5]) * c;
[ 0.341][d][vo/gpu/opengl] [ 55] }
[ 0.341][d][vo/gpu/opengl] [ 56] color.b = 0.000000;
[ 0.341][d][vo/gpu/opengl] [ 57] color.a = 1.000000;
[ 0.341][d][vo/gpu/opengl] [ 58] out_color = color;
[ 0.341][d][vo/gpu/opengl] [ 59] }
[ 0.341][d][vo/gpu/opengl] shader link log (status=1):
[ 0.341][d][vo/gpu/opengl] vertex shader source:
[ 0.341][d][vo/gpu/opengl] [ 1] #version 440
[ 0.341][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.341][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.341][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.341][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.341][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.341][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 9] in vec2 vertex_texcoord1;
[ 0.341][d][vo/gpu/opengl] [ 10] out vec2 texcoord1;
[ 0.341][d][vo/gpu/opengl] [ 11] void main() {
[ 0.341][d][vo/gpu/opengl] [ 12] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 13] texcoord0 = vertex_texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 14] texcoord1 = vertex_texcoord1;
[ 0.341][d][vo/gpu/opengl] [ 15] }
[ 0.341][d][vo/gpu/opengl] fragment shader source:
[ 0.341][d][vo/gpu/opengl] [ 1] #version 440
[ 0.341][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.341][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.341][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.341][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.341][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.341][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 8] in vec2 texcoord1;
[ 0.341][d][vo/gpu/opengl] [ 9] layout(std140, binding=0) uniform UBO {
[ 0.341][d][vo/gpu/opengl] [ 10] layout(offset=0) mat3 colormatrix;
[ 0.341][d][vo/gpu/opengl] [ 11] layout(offset=48) vec3 colormatrix_c;
[ 0.341][d][vo/gpu/opengl] [ 12] layout(offset=64) vec2 texture_size0;
[ 0.341][d][vo/gpu/opengl] [ 13] layout(offset=80) mat2 texture_rot0;
[ 0.341][d][vo/gpu/opengl] [ 14] layout(offset=112) vec2 texture_off0;
[ 0.341][d][vo/gpu/opengl] [ 15] layout(offset=120) vec2 pixel_size0;
[ 0.341][d][vo/gpu/opengl] [ 16] layout(offset=128) vec2 texture_size1;
[ 0.341][d][vo/gpu/opengl] [ 17] layout(offset=144) mat2 texture_rot1;
[ 0.341][d][vo/gpu/opengl] [ 18] layout(offset=176) vec2 texture_off1;
[ 0.341][d][vo/gpu/opengl] [ 19] layout(offset=184) vec2 pixel_size1;
[ 0.341][d][vo/gpu/opengl] [ 20] };
[ 0.341][d][vo/gpu/opengl] [ 21] uniform sampler2D texture0;
[ 0.341][d][vo/gpu/opengl] [ 22] uniform sampler2D texture1;
[ 0.341][d][vo/gpu/opengl] [ 23] void main() {
[ 0.341][d][vo/gpu/opengl] [ 24] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 25] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[ 0.341][d][vo/gpu/opengl] [ 26] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
[ 0.341][d][vo/gpu/opengl] [ 27] color = color.rgbr;
[ 0.341][d][vo/gpu/opengl] [ 28] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
[ 0.341][d][vo/gpu/opengl] [ 29] color.a = 1.0;
[ 0.341][d][vo/gpu/opengl] [ 30] out_color = color;
[ 0.341][d][vo/gpu/opengl] [ 31] }
[ 0.341][d][vo/gpu/opengl] shader link log (status=1):
[ 0.341][d][vo/gpu/opengl] vertex shader source:
[ 0.341][d][vo/gpu/opengl] [ 1] #version 440
[ 0.341][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.341][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.341][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.341][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.341][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.341][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 9] void main() {
[ 0.341][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 12] }
[ 0.341][d][vo/gpu/opengl] fragment shader source:
[ 0.341][d][vo/gpu/opengl] [ 1] #version 440
[ 0.341][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.341][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.341][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.341][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.341][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.341][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.341][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.341][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.341][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.341][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.341][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.341][d][vo/gpu/opengl] [ 13] };
[ 0.341][d][vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[ 0.341][d][vo/gpu/opengl] [ 15] void main() {
[ 0.341][d][vo/gpu/opengl] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 17] color.rgb = 1.000000 * vec4(texture(texture0, texcoord0)).rgb;
[ 0.341][d][vo/gpu/opengl] [ 18] // scaler pre-conversion
[ 0.341][d][vo/gpu/opengl] [ 19] // linearize
[ 0.341][d][vo/gpu/opengl] [ 20] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 21] color.rgb = pow(color.rgb, vec3(2.4));
[ 0.341][d][vo/gpu/opengl] [ 22] color.rgb *= vec3(1.0/1.000000);
[ 0.341][d][vo/gpu/opengl] [ 23] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 0.341][d][vo/gpu/opengl] [ 24] color.rgb = 0.750000 - log(1.0/(color.rgb * 0.827906 + 0.007577) - 1.0) * 1.0/6.500000;
[ 0.341][d][vo/gpu/opengl] [ 25] // main scaling
[ 0.341][d][vo/gpu/opengl] [ 26] out_color = color;
[ 0.341][d][vo/gpu/opengl] [ 27] }
[ 0.341][d][vo/gpu/opengl] shader link log (status=1):
[ 0.341][d][vo/gpu] Resizing texture: 1280x720
[ 0.342][d][vo/gpu/opengl] vertex shader source:
[ 0.342][d][vo/gpu/opengl] [ 1] #version 440
[ 0.342][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.342][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.342][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.342][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.342][d][vo/gpu/opengl] [ 6] in vec2 vertex_position;
[ 0.342][d][vo/gpu/opengl] [ 7] in vec2 vertex_texcoord0;
[ 0.342][d][vo/gpu/opengl] [ 8] out vec2 texcoord0;
[ 0.342][d][vo/gpu/opengl] [ 9] void main() {
[ 0.342][d][vo/gpu/opengl] [ 10] gl_Position = vec4(vertex_position, 1.0, 1.0);
[ 0.342][d][vo/gpu/opengl] [ 11] texcoord0 = vertex_texcoord0;
[ 0.342][d][vo/gpu/opengl] [ 12] }
[ 0.342][d][vo/gpu/opengl] fragment shader source:
[ 0.342][d][vo/gpu/opengl] [ 1] #version 440
[ 0.342][d][vo/gpu/opengl] [ 2] #extension GL_ARB_shader_image_load_store : enable
[ 0.342][d][vo/gpu/opengl] [ 3] #define tex1D texture
[ 0.342][d][vo/gpu/opengl] [ 4] #define tex3D texture
[ 0.342][d][vo/gpu/opengl] [ 5] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[ 0.342][d][vo/gpu/opengl] [ 6] out vec4 out_color;
[ 0.342][d][vo/gpu/opengl] [ 7] in vec2 texcoord0;
[ 0.342][d][vo/gpu/opengl] [ 8] layout(std140, binding=0) uniform UBO {
[ 0.342][d][vo/gpu/opengl] [ 9] layout(offset=0) vec2 texture_size0;
[ 0.342][d][vo/gpu/opengl] [ 10] layout(offset=16) mat2 texture_rot0;
[ 0.342][d][vo/gpu/opengl] [ 11] layout(offset=48) vec2 texture_off0;
[ 0.342][d][vo/gpu/opengl] [ 12] layout(offset=56) vec2 pixel_size0;
[ 0.342][d][vo/gpu/opengl] [ 13] };
[ 0.342][d][vo/gpu/opengl] [ 14] uniform sampler2D dither;
[ 0.342][d][vo/gpu/opengl] [ 15] uniform sampler2D texture0;
[ 0.342][d][vo/gpu/opengl] [ 16] void main() {
[ 0.342][d][vo/gpu/opengl] [ 17] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[ 0.342][d][vo/gpu/opengl] [ 18] color.rgb = 1.000000 * vec4(texture(texture0, texcoord0)).rgb;
[ 0.342][d][vo/gpu/opengl] [ 19] // dithering
[ 0.342][d][vo/gpu/opengl] [ 20] vec2 dither_pos = gl_FragCoord.xy * 1.0/64.0;
[ 0.342][d][vo/gpu/opengl] [ 21] float dither_value = texture(dither, dither_pos).r;
[ 0.342][d][vo/gpu/opengl] [ 22] color = floor(color * 255.0 + dither_value + 0.5 / 4096.0) * 1.0/255.0;
[ 0.342][d][vo/gpu/opengl] [ 23] out_color = color;
[ 0.342][d][vo/gpu/opengl] [ 24] }
[ 0.342][d][vo/gpu/opengl] shader link log (status=1):
[ 0.342][d][osc] osc_init
[ 0.342][v][ao] Trying audio driver 'pulse'
[ 0.342][v][ao/pulse] requested format: 22050 Hz, stereo channels, floatp
[ 0.343][v][ao/pulse] Library version: 13.0.0
[ 0.343][v][ao/pulse] Proto: 33
[ 0.343][v][ao/pulse] Server proto: 4294967295
[ 0.344][v][ao/pulse] Channel layouts:
[ 0.344][v][ao/pulse] - #fl
[ 0.344][v][ao/pulse] - #fr
[ 0.344][v][ao/pulse] - #fc
[ 0.344][v][ao/pulse] - #lfe
[ 0.344][v][ao/pulse] - #bl
[ 0.344][v][ao/pulse] - #br
[ 0.344][v][ao/pulse] - #flc
[ 0.344][v][ao/pulse] - #frc
[ 0.344][v][ao/pulse] - #bc
[ 0.344][v][ao/pulse] - #sl
[ 0.344][v][ao/pulse] - #sr
[ 0.344][v][ao/pulse] - #tc
[ 0.344][v][ao/pulse] - #tfl
[ 0.344][v][ao/pulse] - #tfc
[ 0.344][v][ao/pulse] - #tfr
[ 0.344][v][ao/pulse] - #tbl
[ 0.344][v][ao/pulse] - #tbc
[ 0.344][v][ao/pulse] - #tbr
[ 0.344][v][ao/pulse] result: stereo
[ 0.536][v][ao/pulse] device buffer: 2205 samples.
[ 0.536][v][ao/pulse] using soft-buffer of 4410 samples.
[ 0.536][i][cplayer] AO: [pulse] 22050Hz stereo 2ch float
[ 0.536][v][cplayer] AO: Description: PulseAudio audio output
[ 0.537][d][cplayer] video EOF (status=4)
[ 0.537][v][autoconvert] inserting resampler
[ 0.537][v][swresample] format change, reinitializing resampler
[ 0.537][v][swresample] 22050Hz stereo floatp -> 22050Hz stereo float
[ 0.537][v][af] [out] 22050Hz stereo 2ch float
[ 0.538][v][cplayer] audio ready
[ 0.538][d][cplayer] video EOF (status=4)
[ 0.538][v][cplayer] starting audio playback
[ 0.538][v][ao/pulse] starting AO
[ 0.538][v][vo/gpu/x11] Disabling screensaver.
[ 0.538][v][cplayer] playback restart complete @ 0.009020, audio=playing, video=eof
[ 0.539][d][cplayer] video EOF (status=4)
[ 0.541][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.541][v][cplayer] Set property: shared-script-properties -> 1
[ 0.541][d][cplayer] video EOF (status=4)
[ 0.542][d][cplayer] video EOF (status=4)
[ 0.542][d][osc] osc_init
[ 0.543][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="append", value="osc-margins=0.000000,0.000000,0.000000,0.000000"]
[ 0.543][v][cplayer] Set property: shared-script-properties -> 1
[ 0.543][d][cplayer] video EOF (status=4)
[ 0.569][d][cplayer] video EOF (status=4)
[ 0.569][d][cplayer] video EOF (status=4)
[ 0.587][d][cplayer] video EOF (status=4)
[ 0.609][d][cplayer] video EOF (status=4)
[ 0.609][d][cplayer] video EOF (status=4)
[ 0.649][d][cplayer] video EOF (status=4)
[ 0.649][d][cplayer] video EOF (status=4)
[ 0.689][d][cplayer] video EOF (status=4)
[ 0.689][d][cplayer] video EOF (status=4)
[ 0.729][d][cplayer] video EOF (status=4)
[ 0.729][d][cplayer] video EOF (status=4)
[ 0.729][d][cplayer] video EOF (status=4)
[ 0.729][d][cplayer] video EOF (status=4)
[ 0.769][d][cplayer] video EOF (status=4)
[ 0.769][d][cplayer] video EOF (status=4)
[ 0.789][d][cplayer] video EOF (status=4)
[ 0.809][d][cplayer] video EOF (status=4)
[ 0.809][d][cplayer] video EOF (status=4)
[ 0.849][d][cplayer] video EOF (status=4)
[ 0.849][d][cplayer] video EOF (status=4)
[ 0.849][d][cplayer] video EOF (status=4)
[ 0.849][d][cplayer] video EOF (status=4)
[ 0.889][d][cplayer] video EOF (status=4)
[ 0.889][d][cplayer] video EOF (status=4)
[ 0.929][d][cplayer] video EOF (status=4)
[ 0.929][d][cplayer] video EOF (status=4)
[ 0.929][d][cplayer] video EOF (status=4)
[ 0.969][d][cplayer] video EOF (status=4)
[ 0.969][d][cplayer] video EOF (status=4)
[ 1.009][d][cplayer] video EOF (status=4)
[ 1.009][d][cplayer] video EOF (status=4)
[ 1.049][d][cplayer] video EOF (status=4)
[ 1.049][d][cplayer] video EOF (status=4)
[ 1.089][d][cplayer] video EOF (status=4)
[ 1.089][d][cplayer] video EOF (status=4)
[ 1.129][d][cplayer] video EOF (status=4)
[ 1.130][d][cplayer] video EOF (status=4)
[ 1.169][d][cplayer] video EOF (status=4)
[ 1.170][d][cplayer] video EOF (status=4)
[ 1.210][d][cplayer] video EOF (status=4)
[ 1.210][d][cplayer] video EOF (status=4)
[ 1.250][d][cplayer] video EOF (status=4)
[ 1.250][d][cplayer] video EOF (status=4)
[ 1.290][d][cplayer] video EOF (status=4)
[ 1.290][d][cplayer] video EOF (status=4)
[ 1.330][d][cplayer] video EOF (status=4)
[ 1.330][d][cplayer] video EOF (status=4)
[ 1.371][d][cplayer] video EOF (status=4)
[ 1.371][d][cplayer] video EOF (status=4)
[ 1.411][d][cplayer] video EOF (status=4)
[ 1.411][d][cplayer] video EOF (status=4)
[ 1.451][d][cplayer] video EOF (status=4)
[ 1.452][d][cplayer] video EOF (status=4)
[ 1.492][d][cplayer] video EOF (status=4)
[ 1.492][d][cplayer] video EOF (status=4)
[ 1.532][d][cplayer] video EOF (status=4)
[ 1.532][d][cplayer] video EOF (status=4)
[ 1.572][d][cplayer] video EOF (status=4)
[ 1.573][d][cplayer] video EOF (status=4)
[ 1.613][d][cplayer] video EOF (status=4)
[ 1.613][d][cplayer] video EOF (status=4)
[ 1.653][d][cplayer] video EOF (status=4)
[ 1.653][d][cplayer] video EOF (status=4)
[ 1.694][d][cplayer] video EOF (status=4)
[ 1.694][d][cplayer] video EOF (status=4)
[ 1.734][d][cplayer] video EOF (status=4)
[ 1.734][d][cplayer] video EOF (status=4)
[ 1.774][d][cplayer] video EOF (status=4)
[ 1.775][d][cplayer] video EOF (status=4)
[ 1.811][d][cplayer] video EOF (status=4)
[ 1.811][d][cplayer] video EOF (status=4)
[ 1.851][d][cplayer] video EOF (status=4)
[ 1.851][d][cplayer] video EOF (status=4)
[ 1.891][d][cplayer] video EOF (status=4)
[ 1.891][d][cplayer] video EOF (status=4)
[ 1.931][d][cplayer] video EOF (status=4)
[ 1.932][d][cplayer] video EOF (status=4)
[ 1.942][d][cplayer] video EOF (status=4)
[ 1.972][d][cplayer] video EOF (status=4)
[ 1.972][d][cplayer] video EOF (status=4)
[ 2.012][d][cplayer] video EOF (status=4)
[ 2.013][d][cplayer] video EOF (status=4)
[ 2.052][d][cplayer] video EOF (status=4)
[ 2.053][d][cplayer] video EOF (status=4)
[ 2.092][d][cplayer] video EOF (status=4)
[ 2.093][d][cplayer] video EOF (status=4)
[ 2.132][d][cplayer] video EOF (status=4)
[ 2.133][d][cplayer] video EOF (status=4)
[ 2.141][d][cplayer] video EOF (status=4)
[ 2.143][d][cplayer] video EOF (status=4)
[ 2.172][d][cplayer] video EOF (status=4)
[ 2.173][d][cplayer] video EOF (status=4)
[ 2.213][d][cplayer] video EOF (status=4)
[ 2.213][d][cplayer] video EOF (status=4)
[ 2.253][d][cplayer] video EOF (status=4)
[ 2.253][d][cplayer] video EOF (status=4)
[ 2.293][d][cplayer] video EOF (status=4)
[ 2.293][d][cplayer] video EOF (status=4)
[ 2.333][d][cplayer] video EOF (status=4)
[ 2.333][d][cplayer] video EOF (status=4)
[ 2.373][d][cplayer] video EOF (status=4)
[ 2.373][d][cplayer] video EOF (status=4)
[ 2.413][d][cplayer] video EOF (status=4)
[ 2.413][d][cplayer] video EOF (status=4)
[ 2.453][d][cplayer] video EOF (status=4)
[ 2.453][d][cplayer] video EOF (status=4)
[ 2.493][d][cplayer] video EOF (status=4)
[ 2.493][d][cplayer] video EOF (status=4)
[ 2.533][d][cplayer] video EOF (status=4)
[ 2.533][d][cplayer] video EOF (status=4)
[ 2.538][d][cplayer] Run command: quit, flags=73, args=[code="0"]
[ 2.538][v][cplayer] EOF code: 5
[ 2.538][d][ad] Uninit decoder.
[ 2.538][v][vo/gpu/x11] Enabling screensaver.
[ 2.538][d][vd] Uninit decoder.
[ 2.538][d][cplayer] Terminating demuxers...
[ 2.542][d][cplayer] Done terminating demuxers.
[ 2.542][v][cplayer] finished playback, success (reason 3)
[ 2.542][i][cplayer]
[ 2.542][i][cplayer] Exiting... (Quit)
[ 2.542][d][console] Exiting...
[ 2.542][d][ytdl_hook] Exiting...
[ 2.542][d][stats] Exiting...
[ 2.543][d][cplayer] Run command: change-list, flags=64, args=[name="shared-script-properties", operation="remove", value="osc-margins"]
[ 2.543][v][cplayer] Set property: shared-script-properties -> 1
[ 2.543][d][osc] Exiting...
[ 2.547][d][vo/gpu] flushing shader cache
[ 2.549][d][vo/gpu/x11] uninit ...
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