[7796:7823:0530/194115.799008:ERROR:object_proxy.cc(623)] Failed to call method: org.freedesktop.DBus.Properties.Get: object_path= /org/freedesktop/portal/desktop: org.freedesktop.DBus.Error.InvalidArgs: No such interface “org.freedesktop.portal.FileChooser” [7796:7823:0530/194115.799029:ERROR:select_file_dialog_linux_portal.cc(274)] Failed to read portal version property [7837:7837:0530/194115.948518:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.948934:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.961612:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.961944:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.967542:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.967835:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.968277:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7920:1:0530/194115.971654:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in float2 localCoord;out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * localCoord.xy1).xy; } } // Fragment SKSL uniform float3x3 umatrix_S1_c0_c0;uniform sampler2D uTextureSampler_0_S1; in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_4_S0);} half4 MatrixEffect_S1_c0_c0(half4 _input) { return TextureEffect_S1_c0_c0_c0(_input); } half4 ToUnpremul_S1_c0(half4 _input) { _input = MatrixEffect_S1_c0_c0(_input); half4 _tmp_0_inColor = _input; float4 color = float4(_input); color = floor(color * 255.0 + 0.5) * 0.003921569; color.xyz = color.w <= 0.0 ? float3(0.0) : floor((color.xyz / color.w) * 255.0 + 0.5) * 0.003921569; return half4(half4(color)); } half4 HighPrecision_S1(half4 _input) { return ToUnpremul_S1_c0(_input);} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = HighPrecision_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0_c0; attribute highp vec2 position; attribute highp vec2 localCoord; varying highp vec2 vTransformedCoords_4_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * vec3(localCoord, 1.0)).xy; } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp mat3 umatrix_S1_c0_c0; uniform sampler2D uTextureSampler_0_S1; varying highp vec2 vTransformedCoords_4_S0; void main() { highp vec4 outputColor_S0 = vec4(1.0); highp vec4 output_S1; highp vec4 _3_input = outputColor_S0; _3_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_4_S0, -0.5); highp vec4 _5_color = _3_input; _5_color = floor(_5_color * 255.0 + 0.5) * 0.003921569; _5_color.xyz = _5_color.w <= 0.0 ? vec3(0.0) : floor((_5_color.xyz / _5_color.w) * 255.0 + 0.5) * 0.003921569; output_S1 = _5_color; { gl_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7920:1:0530/194115.973130:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in float2 localCoord;out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * localCoord.xy1).xy; } } // Fragment SKSL uniform float3x3 umatrix_S1_c0_c0;uniform sampler2D uTextureSampler_0_S1; in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_4_S0);} half4 MatrixEffect_S1_c0_c0(half4 _input) { return TextureEffect_S1_c0_c0_c0(_input); } half4 ToPremul_S1_c0(half4 _input) { _input = MatrixEffect_S1_c0_c0(_input); half4 _tmp_0_inColor = _input; float4 color = float4(_input); color = floor(color * 255.0 + 0.5) * 0.003921569; color.xyz = floor((color.xyz * color.w) * 255.0 + 0.5) * 0.003921569; return half4(half4(color)); } half4 HighPrecision_S1(half4 _input) { return ToPremul_S1_c0(_input);} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = HighPrecision_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0_c0; attribute highp vec2 position; attribute highp vec2 localCoord; varying highp vec2 vTransformedCoords_4_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * vec3(localCoord, 1.0)).xy; } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp mat3 umatrix_S1_c0_c0; uniform sampler2D uTextureSampler_0_S1; varying highp vec2 vTransformedCoords_4_S0; void main() { highp vec4 outputColor_S0 = vec4(1.0); highp vec4 output_S1; highp vec4 _3_input = outputColor_S0; _3_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_4_S0, -0.5); highp vec4 _5_color = _3_input; _5_color = floor(_5_color * 255.0 + 0.5) * 0.003921569; _5_color.xyz = floor((_5_color.xyz * _5_color.w) * 255.0 + 0.5) * 0.003921569; output_S1 = _5_color; { gl_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7920:1:0530/194115.973765:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in float2 localCoord;out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * localCoord.xy1).xy; } } // Fragment SKSL uniform float3x3 umatrix_S1_c0_c0;uniform sampler2D uTextureSampler_0_S1; in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_4_S0);} half4 MatrixEffect_S1_c0_c0(half4 _input) { return TextureEffect_S1_c0_c0_c0(_input); } half4 ToUnpremul_S1_c0(half4 _input) { _input = MatrixEffect_S1_c0_c0(_input); half4 _tmp_0_inColor = _input; float4 color = float4(_input); color = floor(color * 255.0 + 0.5) * 0.003921569; color.xyz = color.w <= 0.0 ? float3(0.0) : floor((color.xyz / color.w) * 255.0 + 0.5) * 0.003921569; return half4(half4(color)); } half4 HighPrecision_S1(half4 _input) { return ToUnpremul_S1_c0(_input);} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = HighPrecision_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0_c0; attribute highp vec2 position; attribute highp vec2 localCoord; varying highp vec2 vTransformedCoords_4_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_4_S0 = (umatrix_S1_c0_c0 * vec3(localCoord, 1.0)).xy; } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp mat3 umatrix_S1_c0_c0; uniform sampler2D uTextureSampler_0_S1; varying highp vec2 vTransformedCoords_4_S0; void main() { highp vec4 outputColor_S0 = vec4(1.0); highp vec4 output_S1; highp vec4 _3_input = outputColor_S0; _3_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_4_S0, -0.5); highp vec4 _5_color = _3_input; _5_color = floor(_5_color * 255.0 + 0.5) * 0.003921569; _5_color.xyz = _5_color.w <= 0.0 ? vec3(0.0) : floor((_5_color.xyz / _5_color.w) * 255.0 + 0.5) * 0.003921569; output_S1 = _5_color; { gl_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.975219:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.975510:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7920:1:0530/194115.975817:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c0;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;out float2 vTransformedCoords_5_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_5_S0 = (umatrix_S1_c0_c0_c0 * umatrix_S1 * localCoord.xy1).xy; } } // Fragment SKSL uniform float3x3 umatrix_S1_c0_c0_c0;uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; in float2 vTransformedCoords_5_S0;half4 TextureEffect_S1_c0_c0_c0_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_5_S0);} half4 MatrixEffect_S1_c0_c0_c0(half4 _input) { return TextureEffect_S1_c0_c0_c0_c0(_input); } half4 ToUnpremul_S1_c0_c0(half4 _input) { _input = MatrixEffect_S1_c0_c0_c0(_input); half4 _tmp_0_inColor = _input; float4 color = float4(_input); color = floor(color * 255.0 + 0.5) * 0.003921569; color.xyz = color.w <= 0.0 ? float3(0.0) : floor((color.xyz / color.w) * 255.0 + 0.5) * 0.003921569; return half4(half4(color)); } half4 HighPrecision_S1_c0(half4 _input) { return ToUnpremul_S1_c0_c0(_input);} half4 MatrixEffect_S1(half4 _input) { return HighPrecision_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0_c0_c0; uniform highp mat3 umatrix_S1; attribute highp vec2 position; attribute highp vec2 localCoord; varying highp vec2 vTransformedCoords_5_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_5_S0 = ((umatrix_S1_c0_c0_c0 * umatrix_S1) * vec3(localCoord, 1.0)).xy; } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp mat3 umatrix_S1_c0_c0_c0; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; varying highp vec2 vTransformedCoords_5_S0; void main() { highp vec4 outputColor_S0 = vec4(1.0); highp vec4 output_S1; highp vec4 _6_input = outputColor_S0; _6_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_5_S0, -0.5); highp vec4 _8_color = _6_input; _8_color = floor(_8_color * 255.0 + 0.5) * 0.003921569; _8_color.xyz = _8_color.w <= 0.0 ? vec3(0.0) : floor((_8_color.xyz / _8_color.w) * 255.0 + 0.5) * 0.003921569; output_S1 = _8_color; { gl_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7920:1:0530/194115.977443:ERROR:grcontext_for_gles2_interface.cc(61)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c0;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;out float2 vTransformedCoords_5_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_5_S0 = (umatrix_S1_c0_c0_c0 * umatrix_S1 * localCoord.xy1).xy; } } // Fragment SKSL uniform float3x3 umatrix_S1_c0_c0_c0;uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; in float2 vTransformedCoords_5_S0;half4 TextureEffect_S1_c0_c0_c0_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_5_S0);} half4 MatrixEffect_S1_c0_c0_c0(half4 _input) { return TextureEffect_S1_c0_c0_c0_c0(_input); } half4 ToUnpremul_S1_c0_c0(half4 _input) { _input = MatrixEffect_S1_c0_c0_c0(_input); half4 _tmp_0_inColor = _input; float4 color = float4(_input); color = floor(color * 255.0 + 0.5) * 0.003921569; color.xyz = color.w <= 0.0 ? float3(0.0) : floor((color.xyz / color.w) * 255.0 + 0.5) * 0.003921569; return half4(half4(color)); } half4 HighPrecision_S1_c0(half4 _input) { return ToUnpremul_S1_c0_c0(_input);} half4 MatrixEffect_S1(half4 _input) { return HighPrecision_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0_c0_c0; uniform highp mat3 umatrix_S1; attribute highp vec2 position; attribute highp vec2 localCoord; varying highp vec2 vTransformedCoords_5_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_5_S0 = ((umatrix_S1_c0_c0_c0 * umatrix_S1) * vec3(localCoord, 1.0)).xy; } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 100 precision highp float; precision highp sampler2D; uniform highp mat3 umatrix_S1_c0_c0_c0; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; varying highp vec2 vTransformedCoords_5_S0; void main() { highp vec4 outputColor_S0 = vec4(1.0); highp vec4 output_S1; highp vec4 _6_input = outputColor_S0; _6_input = texture2D(uTextureSampler_0_S1, vTransformedCoords_5_S0, -0.5); highp vec4 _8_color = _6_input; _8_color = floor(_8_color * 255.0 + 0.5) * 0.003921569; _8_color.xyz = _8_color.w <= 0.0 ? vec3(0.0) : floor((_8_color.xyz / _8_color.w) * 255.0 + 0.5) * 0.003921569; output_S1 = _8_color; { gl_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.982075:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.982409:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.988171:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.988457:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.993318:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194115.993650:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.994136:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.994421:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.997266:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Coverage Set Op sk_FragColor = outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputCoverage_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.997957:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[13];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { float2 inCoord = _coords;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord.x = clamp(subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z);clampedCoord.y = subsetCoord.y;half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord).000r;return textureColor;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<13; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0_c0; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[13]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _21_color = vec4(0.0); highp vec2 _22_coord = vTransformedCoords_2_S0; for (highp int _23_i = 0;_23_i < 13; ++_23_i) { mediump vec2 _24_offsetAndKernel = uOffsetsAndKernel_S1_c0[_23_i]; highp vec2 _25_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_22_coord + _24_offsetAndKernel.x * uIncrement_S1_c0, 1.0); highp vec2 _26_subsetCoord; _26_subsetCoord.x = _25_inCoord.x; _26_subsetCoord.y = _25_inCoord.y; highp vec2 _27_clampedCoord; _27_clampedCoord.x = clamp(_26_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); _27_clampedCoord.y = _26_subsetCoord.y; mediump vec4 _28_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _27_clampedCoord, -0.5).x); _21_color += _28_textureColor * _24_offsetAndKernel.y; } output_S1 = _21_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.998556:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[13];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { float2 inCoord = _coords;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord.x = subsetCoord.x;clampedCoord.y = clamp(subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord).000r;return textureColor;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<13; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0_c0; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[13]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _21_color = vec4(0.0); highp vec2 _22_coord = vTransformedCoords_2_S0; for (highp int _23_i = 0;_23_i < 13; ++_23_i) { mediump vec2 _24_offsetAndKernel = uOffsetsAndKernel_S1_c0[_23_i]; highp vec2 _25_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_22_coord + _24_offsetAndKernel.x * uIncrement_S1_c0, 1.0); highp vec2 _26_subsetCoord; _26_subsetCoord.x = _25_inCoord.x; _26_subsetCoord.y = _25_inCoord.y; highp vec2 _27_clampedCoord; _27_clampedCoord.x = _26_subsetCoord.x; _27_clampedCoord.y = clamp(_26_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); mediump vec4 _28_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _27_clampedCoord, -0.5).x); _21_color += _28_textureColor * _24_offsetAndKernel.y; } output_S1 = _21_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194115.999590:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194115.999933:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.000462:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.000937:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.001226:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.001606:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.002039:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.002317:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.002777:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.003234:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.003551:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.003986:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.004498:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.004767:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.005923:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.006307:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Coverage Set Op sk_FragColor = outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputCoverage_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.006893:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[5];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { float2 inCoord = _coords;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord.x = clamp(subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z);clampedCoord.y = subsetCoord.y;half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord).000r;return textureColor;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<5; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0_c0; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[5]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _21_color = vec4(0.0); highp vec2 _22_coord = vTransformedCoords_2_S0; for (highp int _23_i = 0;_23_i < 5; ++_23_i) { mediump vec2 _24_offsetAndKernel = uOffsetsAndKernel_S1_c0[_23_i]; highp vec2 _25_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_22_coord + _24_offsetAndKernel.x * uIncrement_S1_c0, 1.0); highp vec2 _26_subsetCoord; _26_subsetCoord.x = _25_inCoord.x; _26_subsetCoord.y = _25_inCoord.y; highp vec2 _27_clampedCoord; _27_clampedCoord.x = clamp(_26_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); _27_clampedCoord.y = _26_subsetCoord.y; mediump vec4 _28_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _27_clampedCoord, -0.5).x); _21_color += _28_textureColor * _24_offsetAndKernel.y; } output_S1 = _21_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.007458:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[5];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { float2 inCoord = _coords;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord.x = subsetCoord.x;clampedCoord.y = clamp(subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord).000r;return textureColor;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<5; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0_c0; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[5]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _21_color = vec4(0.0); highp vec2 _22_coord = vTransformedCoords_2_S0; for (highp int _23_i = 0;_23_i < 5; ++_23_i) { mediump vec2 _24_offsetAndKernel = uOffsetsAndKernel_S1_c0[_23_i]; highp vec2 _25_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_22_coord + _24_offsetAndKernel.x * uIncrement_S1_c0, 1.0); highp vec2 _26_subsetCoord; _26_subsetCoord.x = _25_inCoord.x; _26_subsetCoord.y = _25_inCoord.y; highp vec2 _27_clampedCoord; _27_clampedCoord.x = _26_subsetCoord.x; _27_clampedCoord.y = clamp(_26_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); mediump vec4 _28_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _27_clampedCoord, -0.5).x); _21_color += _28_textureColor * _24_offsetAndKernel.y; } output_S1 = _21_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.007963:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.008347:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Coverage Set Op sk_FragColor = outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputCoverage_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.008918:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[13];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { float2 inCoord = _coords;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord.x = clamp(subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z);clampedCoord.y = subsetCoord.y;half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord).000r;return textureColor;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<13; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0_c0; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[13]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _21_color = vec4(0.0); highp vec2 _22_coord = vTransformedCoords_2_S0; for (highp int _23_i = 0;_23_i < 13; ++_23_i) { mediump vec2 _24_offsetAndKernel = uOffsetsAndKernel_S1_c0[_23_i]; highp vec2 _25_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_22_coord + _24_offsetAndKernel.x * uIncrement_S1_c0, 1.0); highp vec2 _26_subsetCoord; _26_subsetCoord.x = _25_inCoord.x; _26_subsetCoord.y = _25_inCoord.y; highp vec2 _27_clampedCoord; _27_clampedCoord.x = clamp(_26_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); _27_clampedCoord.y = _26_subsetCoord.y; mediump vec4 _28_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _27_clampedCoord, -0.5).x); _21_color += _28_textureColor * _24_offsetAndKernel.y; } output_S1 = _21_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.009412:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in float2 localCoord;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1_c0_c0;uniform half2 uIncrement_S1_c0;uniform half2 uOffsetsAndKernel_S1_c0[13];uniform float3x3 umatrix_S1;uniform sampler2D uTextureSampler_0_S1; noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input, float2 _coords) { return sample(uTextureSampler_0_S1, _coords).000r;} half4 MatrixEffect_S1_c0_c0(half4 _input, float2 _coords) { return TextureEffect_S1_c0_c0_c0(_input, float3x2(umatrix_S1_c0_c0) * _coords.xy1); } half4 Smooth_S1_c0(half4 _input, float2 coord, half2 offsetAndKernel) { return MatrixEffect_S1_c0_c0(_input, (coord + offsetAndKernel.x * uIncrement_S1_c0)) * offsetAndKernel.y;} half4 GaussianConvolution_S1_c0(half4 _input) { half4 color = half4(0);float2 coord = vTransformedCoords_2_S0;for (int i=0; i<13; ++i) { color += Smooth_S1_c0(_input, coord, uOffsetsAndKernel_S1_c0[i]);}return color; } half4 MatrixEffect_S1(half4 _input) { return GaussianConvolution_S1_c0(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1_c0_c0; uniform mediump vec2 uIncrement_S1_c0; uniform mediump vec2 uOffsetsAndKernel_S1_c0[13]; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 output_S1; mediump vec4 _5_color = vec4(0.0); highp vec2 _6_coord = vTransformedCoords_2_S0; for (highp int _7_i = 0;_7_i < 13; ++_7_i) { mediump vec2 _8_offsetAndKernel = uOffsetsAndKernel_S1_c0[_7_i]; _5_color += vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c0_c0) * vec3(_6_coord + _8_offsetAndKernel.x * uIncrement_S1_c0, 1.0), -0.5).x) * _8_offsetAndKernel.y; } output_S1 = _5_color; { sk_FragColor = output_S1; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.009896:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.010316:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.010773:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.011266:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.011564:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.015827:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.016392:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.016890:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.017323:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.017609:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.018631:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.018937:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.019413:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.019910:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.020411:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.020688:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.021995:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.022378:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.022894:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.023373:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.023800:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.024076:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.025024:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.025330:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.025782:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.026293:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.026964:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.027262:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.028028:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.028432:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.028795:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.029260:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.029779:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.030058:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.030390:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.031144:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.031567:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.031929:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.032986:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.033291:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.033751:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.034209:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.034886:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.035155:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.035488:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.040249:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.040574:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.040973:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.046900:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.047189:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.047519:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.053567:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.053889:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.054248:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.061001:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.061273:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.061599:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.067500:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.067821:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.068196:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.075325:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.075591:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.075917:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.081765:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.082096:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.082432:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.093909:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.094223:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.094550:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.095293:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.095555:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.095890:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.103920:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.104224:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.104685:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.104958:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.106090:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.106387:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.106897:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.107337:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.107612:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.107978:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.108398:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.108677:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.109157:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.109619:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.109916:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.110355:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.110815:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.111108:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.111453:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.112022:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.112295:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.112618:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.116982:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.117291:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.117754:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.118033:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.118714:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.119088:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.119517:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.119797:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.120761:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.121082:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.121535:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.121999:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.122322:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.122787:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.123254:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.123522:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.123850:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.134322:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.134767:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.135252:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.135705:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.136183:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require const int kFillAA_S1_c0 = 1; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 ucircle_S1_c0;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 Circle_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half d; if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { d = half((length((ucircle_S1_c0.xy - sk_FragCoord.xy) * ucircle_S1_c0.w) - 1.0) * ucircle_S1_c0.z); } else { d = half((1.0 - length((ucircle_S1_c0.xy - sk_FragCoord.xy) * ucircle_S1_c0.w)) * ucircle_S1_c0.z); } return half4(half4(int(1) == kFillAA_S1_c0 || int(1) == kInverseFillAA_S1_c0 ? saturate(d) : half(d > 0.5 ? 1 : 0))); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(_src, Circle_S1_c0(_src));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 ucircle_S1_c0; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; mediump float _3_d; { _3_d = (1.0 - length((ucircle_S1_c0.xy - sk_FragCoord.xy) * ucircle_S1_c0.w)) * ucircle_S1_c0.z; } output_S1 = vec4(clamp(_3_d, 0.0, 1.0)); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.136623:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.136903:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.137274:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.138052:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.138329:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.138700:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.139177:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.140184:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.140488:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.140947:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.141219:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.142250:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.142554:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.143076:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.143513:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.143791:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.144167:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.144595:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.144874:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.145330:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.145781:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.146097:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.146531:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.148179:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.148497:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.148861:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.152339:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.152620:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.152961:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.157930:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.158256:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.158591:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.164680:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.165003:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.165379:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.171935:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.172255:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.172599:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.178662:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.178981:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.179373:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.185798:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.186127:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.186491:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.193497:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.193759:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.194093:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.199504:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.199823:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.200222:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.207106:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.207420:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.207745:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.213293:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.213573:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.213900:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.220992:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.221317:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.221662:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.227489:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.227752:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.228078:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.234144:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.234461:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.234789:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.242159:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.242472:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.242807:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.248012:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.248330:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.248682:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.254924:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.255243:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.255606:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.262314:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.262606:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.262940:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.269962:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.270283:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.270654:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.275854:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.276175:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.276561:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.282676:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.282996:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.283400:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.289792:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.290112:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.290506:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.297477:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.297755:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.298078:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.303946:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.304263:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.304643:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.311685:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.311945:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.312277:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.318321:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.318631:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.318955:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.324804:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.325126:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.325530:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.326782:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.327082:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.327596:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_2_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_2_S0 = float3x2(umatrix_S1) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float3x3 umatrix_S1;uniform float4 uinnerRect_S2;uniform half2 uradiusPlusHalf_S2;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_2_S0;half4 TextureEffect_S1_c0(half4 _input) { return sample(uTextureSampler_0_S1, vTransformedCoords_2_S0).rrrr;} half4 MatrixEffect_S1(half4 _input) { return TextureEffect_S1_c0(_input); } half4 CircularRRect_S2(half4 _input) { float2 dxy0 = uinnerRect_S2.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S2.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S2.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = MatrixEffect_S1(outputCoverage_S0);half4 output_S2;output_S2 = CircularRRect_S2(output_S1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S2;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_2_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_2_S0 = mat3x2(umatrix_S1) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform highp vec4 uinnerRect_S2; uniform mediump vec2 uradiusPlusHalf_S2; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; mediump vec4 output_S2; highp vec2 _0_dxy0 = uinnerRect_S2.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S2.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S2.x - length(_2_dxy), 0.0, 1.0); _3_alpha = 1.0 - _3_alpha; output_S2 = output_S1 * _3_alpha; { sk_FragColor = outputColor_S0 * output_S2; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.327972:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.328434:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.328706:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.329065:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.329488:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.329763:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.330194:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.330644:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.330947:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.331372:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.331923:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.332360:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require #extension GL_EXT_blend_func_extended: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;out half4 fsSecondaryColorOut; void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0); }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff outputCoverage_S0.a = max(max(outputCoverage_S0.r, outputCoverage_S0.g), outputCoverage_S0.b);fsSecondaryColorOut = outputColor_S0.a * outputCoverage_S0;sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require #extension GL_EXT_blend_func_extended : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; out mediump vec4 fsSecondaryColorOut; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5); } mediump vec4 outputCoverage_S0 = texColor; { outputCoverage_S0.w = max(max(outputCoverage_S0.x, outputCoverage_S0.y), outputCoverage_S0.z); fsSecondaryColorOut = outputColor_S0.w * outputCoverage_S0; sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.332732:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.333707:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require const float PRECISION = 4.000000; const float MAX_FIXED_RESOLVE_LEVEL = 5.000000; const float MAX_FIXED_SEGMENTS = 32.000000; uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; const highp float PRECISION = 4.0; const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0; const highp float MAX_FIXED_SEGMENTS = 32.0; uniform highp vec4 sk_RTAdjust; uniform highp vec4 uaffineMatrix_S0; uniform highp vec2 utranslate_S0; in highp vec2 resolveLevel_and_idx; in highp vec4 p01; in highp vec4 p23; in highp vec2 fanPointAttrib; highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) { highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0); highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1); return max(dot(d0, d0), dot(d1, d1)); } highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) { highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5; p0 -= C; p1 -= C; p2 -= C; highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2))); highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2; highp float dw = abs(((-2.0) * (w) + (2.0))); highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0))); highp float numer = length(dp) * _precision_ + rp_minus_1 * dw; highp float denom = 4.0 * min(w, 1.0); return numer / denom; } void main() { highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw); highp vec2 TRANSLATE = utranslate_S0; highp float resolveLevel = resolveLevel_and_idx.x; highp float idxInResolveLevel = resolveLevel_and_idx.y; highp vec2 localcoord; if (resolveLevel < 0.0) { localcoord = fanPointAttrib; } else { if (isinf(p23.z)) { localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy); } else { highp vec2 p0 = p01.xy; highp vec2 p1 = p01.zw; highp vec2 p2 = p23.xy; highp vec2 p3 = p23.zw; highp float w = -1.0; highp float maxResolveLevel; if (isinf(p23.w)) { w = p3.x; highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w); maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5); p1 *= w; p3 = p2; } else { highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX); maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25); } if (resolveLevel > maxResolveLevel) { idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel)); resolveLevel = maxResolveLevel; } highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel)); if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) { highp float T = fixedVertexID * 0.03125; highp vec2 ab = mix(p0, p1, T); highp vec2 bc = mix(p1, p2, T); highp vec2 cd = mix(p2, p3, T); highp vec2 abc = mix(ab, bc, T); highp vec2 bcd = mix(bc, cd, T); highp vec2 abcd = mix(abc, bcd, T); highp float u = mix(1.0, w, T); highp float v = (w + 1.0) - u; highp float uv = mix(u, v, T); localcoord = w < 0.0 ? abcd : abc / uv; } else { localcoord = fixedVertexID == 0.0 ? p0 : p3; } } } highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE; gl_Position = vec4(vertexpos, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform mediump vec4 ucolor_S0; void main() { } Errors: link failed but did not provide an info log [7837:7837:0530/194116.334006:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;sk_FragColor = sk_FragColor.a000;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.334448:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;noperspective out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; noperspective out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.334906:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;{ vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1; } } // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1; flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;} half4 MatrixEffect_S1_c0(half4 _input) { return TextureEffect_S1_c0_c0(_input); } half4 DisableCoverageAsAlpha_S1(half4 _input) { _input = MatrixEffect_S1_c0(_input); half4 _tmp_0_inColor = _input; return half4(_input); } void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff sk_FragColor = output_S1 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp mat3 umatrix_S1_c0; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vTransformedCoords_3_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); { vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0); } gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uclamp_S1_c0_c0; uniform highp mat3 umatrix_S1_c0; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_3_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump vec4 _8_input = outputColor_S0; highp vec2 _9_inCoord = vTransformedCoords_3_S0; highp vec2 _10_subsetCoord; _10_subsetCoord.x = _9_inCoord.x; _10_subsetCoord.y = _9_inCoord.y; highp vec2 _11_clampedCoord; _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw); mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); _8_input = _12_textureColor; output_S1 = _8_input; { sk_FragColor = output_S1; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.335527:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.335792:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.388849:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.389202:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.893373:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;in float4 texSubset;noperspective out float2 vlocalCoord_S0;flat out float4 vtexSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;vtexSubset_S0 = texSubset;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;flat in float4 vtexSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;float4 subset;subset = vtexSubset_S0;texCoord = clamp(texCoord, subset.LT, subset.RB);outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; in highp vec4 texSubset; noperspective out highp vec2 vlocalCoord_S0; flat out highp vec4 vtexSubset_S0; void main() { vlocalCoord_S0 = localCoord; vtexSubset_S0 = texSubset; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; flat in highp vec4 vtexSubset_S0; void main() { mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; highp vec4 subset; subset = vtexSubset_S0; texCoord = clamp(texCoord, subset.xy, subset.zw); outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194116.893759:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194117.058685:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [7837:7837:0530/194117.060658:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log