Bugzilla – Attachment 870990 Details for
Bug 1216242
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Output of chromium with error messages
chromium-gpu.log (text/x-log), 272.34 KB, created by
Sebastian Wagner
on 2023-11-26 19:47:11 UTC
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Description:
Output of chromium with error messages
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Creator:
Sebastian Wagner
Created:
2023-11-26 19:47:11 UTC
Size:
272.34 KB
patch
obsolete
>[600:600:1126/204425.491216:ERROR:policy_logger.cc(157)] :components/enterprise/browser/controller/chrome_browser_cloud_management_controller.cc(163) Cloud management controller initialization aborted as CBCM is not enabled. > >(chromium:600): Gtk-WARNING **: 20:44:25.762: Theme directory /apps of theme adwaita-xfce has no size field > >[658:658:1126/204427.053440:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.054084:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.057537:ERROR:shared_context_state.cc(100)] 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 = 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.059182:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 6; >uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 6; >uniform highp vec4 uclamp_S1_c0_c0_c0; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _26_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _27_sum = vec4(0.0); > for (highp int _28_i = 0;_28_i < kMaxLoopLimit_S1_c0; ++_28_i) { > mediump vec4 _29_s = uoffsetsAndKernel_S1_c0[_28_i]; > highp vec2 _30_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.x * udir_S1_c0, 1.0); > highp vec2 _31_subsetCoord; > _31_subsetCoord.x = _30_inCoord.x; > _31_subsetCoord.y = _30_inCoord.y; > highp vec2 _32_clampedCoord; > _32_clampedCoord.x = clamp(_31_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _32_clampedCoord.y = _31_subsetCoord.y; > mediump vec4 _33_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _32_clampedCoord, -0.5).x); > _27_sum += _29_s.y * _33_textureColor; > highp vec2 _34_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.z * udir_S1_c0, 1.0); > highp vec2 _35_subsetCoord; > _35_subsetCoord.x = _34_inCoord.x; > _35_subsetCoord.y = _34_inCoord.y; > highp vec2 _36_clampedCoord; > _36_clampedCoord.x = clamp(_35_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _36_clampedCoord.y = _35_subsetCoord.y; > mediump vec4 _37_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _36_clampedCoord, -0.5).x); > _27_sum += _29_s.w * _37_textureColor; > } > mediump vec4 output_S1 = _27_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.072520:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 6; >uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 6; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _6_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _7_sum = vec4(0.0); > for (highp int _8_i = 0;_8_i < kMaxLoopLimit_S1_c0; ++_8_i) { > mediump vec4 _9_s = uoffsetsAndKernel_S1_c0[_8_i]; > _7_sum += _9_s.y * vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c0_c0) * vec3(_6_tmp_1_coords + _9_s.x * udir_S1_c0, 1.0), -0.5).x); > _7_sum += _9_s.w * vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c0_c0) * vec3(_6_tmp_1_coords + _9_s.z * udir_S1_c0, 1.0), -0.5).x); > } > mediump vec4 output_S1 = _7_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.090215:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.100551:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.101454:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.114580:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.128228:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.141328:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.156645:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.169007:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.184787:ERROR:shared_context_state.cc(100)] Skia shader compilation error >------------------------ >// Vertex SKSL >#extension GL_NV_shader_noperspective_interpolation: require >uniform float4 sk_RTAdjust;uniform half4 uColor_S0;in float2 inPosition;in half inCoverage;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor >half4 color = uColor_S0;color = color * inCoverage;vcolor_S0 = color; >float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;} >// Fragment SKSL >#extension GL_NV_shader_noperspective_interpolation: require >noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor >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; >uniform mediump vec4 uColor_S0; >in highp vec2 inPosition; >in mediump float inCoverage; >noperspective out mediump vec4 vcolor_S0; >void main() { > mediump vec4 color = uColor_S0; > color = color * inCoverage; > vcolor_S0 = color; > highp vec2 _tmp_1_inPosition = inPosition; > gl_Position = vec4(_tmp_1_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 mediump vec4 vcolor_S0; >void main() { > mediump vec4 outputColor_S0 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.198973:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.223427:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.241703:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.242425:ERROR:shared_context_state.cc(100)] 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 = 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.243636:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 2; >uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 2; >uniform highp vec4 uclamp_S1_c0_c0_c0; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _26_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _27_sum = vec4(0.0); > for (highp int _28_i = 0;_28_i < kMaxLoopLimit_S1_c0; ++_28_i) { > mediump vec4 _29_s = uoffsetsAndKernel_S1_c0[_28_i]; > highp vec2 _30_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.x * udir_S1_c0, 1.0); > highp vec2 _31_subsetCoord; > _31_subsetCoord.x = _30_inCoord.x; > _31_subsetCoord.y = _30_inCoord.y; > highp vec2 _32_clampedCoord; > _32_clampedCoord.x = clamp(_31_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _32_clampedCoord.y = _31_subsetCoord.y; > mediump vec4 _33_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _32_clampedCoord, -0.5).x); > _27_sum += _29_s.y * _33_textureColor; > highp vec2 _34_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.z * udir_S1_c0, 1.0); > highp vec2 _35_subsetCoord; > _35_subsetCoord.x = _34_inCoord.x; > _35_subsetCoord.y = _34_inCoord.y; > highp vec2 _36_clampedCoord; > _36_clampedCoord.x = clamp(_35_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _36_clampedCoord.y = _35_subsetCoord.y; > mediump vec4 _37_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _36_clampedCoord, -0.5).x); > _27_sum += _29_s.w * _37_textureColor; > } > mediump vec4 output_S1 = _27_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.245301:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 2; >uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 2; >uniform highp vec4 uclamp_S1_c0_c0_c0; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _26_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _27_sum = vec4(0.0); > for (highp int _28_i = 0;_28_i < kMaxLoopLimit_S1_c0; ++_28_i) { > mediump vec4 _29_s = uoffsetsAndKernel_S1_c0[_28_i]; > highp vec2 _30_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.x * udir_S1_c0, 1.0); > highp vec2 _31_subsetCoord; > _31_subsetCoord.x = _30_inCoord.x; > _31_subsetCoord.y = _30_inCoord.y; > highp vec2 _32_clampedCoord; > _32_clampedCoord.x = _31_subsetCoord.x; > _32_clampedCoord.y = clamp(_31_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); > mediump vec4 _33_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _32_clampedCoord, -0.5).x); > _27_sum += _29_s.y * _33_textureColor; > highp vec2 _34_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.z * udir_S1_c0, 1.0); > highp vec2 _35_subsetCoord; > _35_subsetCoord.x = _34_inCoord.x; > _35_subsetCoord.y = _34_inCoord.y; > highp vec2 _36_clampedCoord; > _36_clampedCoord.x = _35_subsetCoord.x; > _36_clampedCoord.y = clamp(_35_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); > mediump vec4 _37_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _36_clampedCoord, -0.5).x); > _27_sum += _29_s.w * _37_textureColor; > } > mediump vec4 output_S1 = _27_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.246072:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.246628:ERROR:shared_context_state.cc(100)] 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 = 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.247590:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 6; >uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 6; >uniform highp vec4 uclamp_S1_c0_c0_c0; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _26_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _27_sum = vec4(0.0); > for (highp int _28_i = 0;_28_i < kMaxLoopLimit_S1_c0; ++_28_i) { > mediump vec4 _29_s = uoffsetsAndKernel_S1_c0[_28_i]; > highp vec2 _30_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.x * udir_S1_c0, 1.0); > highp vec2 _31_subsetCoord; > _31_subsetCoord.x = _30_inCoord.x; > _31_subsetCoord.y = _30_inCoord.y; > highp vec2 _32_clampedCoord; > _32_clampedCoord.x = clamp(_31_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _32_clampedCoord.y = _31_subsetCoord.y; > mediump vec4 _33_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _32_clampedCoord, -0.5).x); > _27_sum += _29_s.y * _33_textureColor; > highp vec2 _34_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.z * udir_S1_c0, 1.0); > highp vec2 _35_subsetCoord; > _35_subsetCoord.x = _34_inCoord.x; > _35_subsetCoord.y = _34_inCoord.y; > highp vec2 _36_clampedCoord; > _36_clampedCoord.x = clamp(_35_subsetCoord.x, uclamp_S1_c0_c0_c0.x, uclamp_S1_c0_c0_c0.z); > _36_clampedCoord.y = _35_subsetCoord.y; > mediump vec4 _37_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _36_clampedCoord, -0.5).x); > _27_sum += _29_s.w * _37_textureColor; > } > mediump vec4 output_S1 = _27_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.248690:ERROR:shared_context_state.cc(100)] 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 >const int kMaxLoopLimit_S1_c0 = 6; >uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4 uoffsetsAndKernel_S1_c0[14];uniform half2 udir_S1_c0;uniform float3x3 umatrix_S1;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 GaussianBlur1D_S1_c0(half4 _input) { >half4 _tmp_0_inColor = _input; >float2 _tmp_1_coords = vTransformedCoords_2_S0; >half4 sum = half4(0.0); >for (int i = 0;i < kMaxLoopLimit_S1_c0; ++i) { >half4 s = uoffsetsAndKernel_S1_c0[i]; >sum += s.y * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.x * udir_S1_c0)); >sum += s.w * MatrixEffect_S1_c0_c0(_tmp_0_inColor, _tmp_1_coords + float2(s.z * udir_S1_c0)); >} >return half4(sum); >} > >half4 MatrixEffect_S1(half4 _input) { >return GaussianBlur1D_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; >const highp int kMaxLoopLimit_S1_c0 = 6; >uniform highp vec4 uclamp_S1_c0_c0_c0; >uniform highp mat3 umatrix_S1_c0_c0; >uniform mediump vec4 uoffsetsAndKernel_S1_c0[14]; >uniform mediump vec2 udir_S1_c0; >uniform highp mat3 umatrix_S1; >uniform sampler2D uTextureSampler_0_S1; >noperspective in highp vec2 vTransformedCoords_2_S0; >void main() { > highp vec2 _26_tmp_1_coords = vTransformedCoords_2_S0; > mediump vec4 _27_sum = vec4(0.0); > for (highp int _28_i = 0;_28_i < kMaxLoopLimit_S1_c0; ++_28_i) { > mediump vec4 _29_s = uoffsetsAndKernel_S1_c0[_28_i]; > highp vec2 _30_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.x * udir_S1_c0, 1.0); > highp vec2 _31_subsetCoord; > _31_subsetCoord.x = _30_inCoord.x; > _31_subsetCoord.y = _30_inCoord.y; > highp vec2 _32_clampedCoord; > _32_clampedCoord.x = _31_subsetCoord.x; > _32_clampedCoord.y = clamp(_31_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); > mediump vec4 _33_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _32_clampedCoord, -0.5).x); > _27_sum += _29_s.y * _33_textureColor; > highp vec2 _34_inCoord = mat3x2(umatrix_S1_c0_c0) * vec3(_26_tmp_1_coords + _29_s.z * udir_S1_c0, 1.0); > highp vec2 _35_subsetCoord; > _35_subsetCoord.x = _34_inCoord.x; > _35_subsetCoord.y = _34_inCoord.y; > highp vec2 _36_clampedCoord; > _36_clampedCoord.x = _35_subsetCoord.x; > _36_clampedCoord.y = clamp(_35_subsetCoord.y, uclamp_S1_c0_c0_c0.y, uclamp_S1_c0_c0_c0.w); > mediump vec4 _37_textureColor = vec4(0.0, 0.0, 0.0, texture(uTextureSampler_0_S1, _36_clampedCoord, -0.5).x); > _27_sum += _29_s.w * _37_textureColor; > } > mediump vec4 output_S1 = _27_sum; > { > sk_FragColor = output_S1; > sk_FragColor = vec4(sk_FragColor.w, 0.0, 0.0, 0.0); > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.249480:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.250102:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.250695:ERROR:shared_context_state.cc(100)] 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 float3x3 umatrix_S1_c0;sampler2D uTextureSampler_0_S1; >flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) { >return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);} > >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 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 = vcolor_S0; > mediump vec4 _0_input = outputColor_S0; > _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5); > mediump vec4 output_S1 = _0_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.251563:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.289633:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.299950:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.301152:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.302092:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.303108:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.304072:ERROR:shared_context_state.cc(100)] 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;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.x = clamp(subsetCoord.x, uclamp_S1_c0_c0.x, uclamp_S1_c0_c0.z);clampedCoord.y = subsetCoord.y;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 = vcolor_S0; > 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.x = clamp(_10_subsetCoord.x, uclamp_S1_c0_c0.x, uclamp_S1_c0_c0.z); > _11_clampedCoord.y = _10_subsetCoord.y; > mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5); > _8_input = _12_textureColor; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.305082:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.306487:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.339609:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.404492:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.405178:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.406644:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.407238:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.407878:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.408455:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.417561:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.435748:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.453274:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.470278:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.486303:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.501781:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.518576:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.519069:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.520327:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.520920:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.521525:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.522094:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.522747:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.523226:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.523741:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.524298:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.524733:ERROR:shared_context_state.cc(100)] Skia shader compilation error >------------------------ >// Vertex SKSL >#extension GL_NV_shader_noperspective_interpolation: require >uniform float4 sk_RTAdjust;uniform half4 uColor_S0;in float2 inPosition;in half inCoverage;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor >half4 color = uColor_S0;color = color * inCoverage;vcolor_S0 = color; >float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;} >// Fragment SKSL >#extension GL_NV_shader_noperspective_interpolation: require >noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor >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; >uniform mediump vec4 uColor_S0; >in highp vec2 inPosition; >in mediump float inCoverage; >noperspective out mediump vec4 vcolor_S0; >void main() { > mediump vec4 color = uColor_S0; > color = color * inCoverage; > vcolor_S0 = color; > highp vec2 _tmp_1_inPosition = inPosition; > gl_Position = vec4(_tmp_1_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 mediump vec4 vcolor_S0; >void main() { > mediump vec4 outputColor_S0 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.551483:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.554280:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.555804:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.556968:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.557933:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.558682:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.574698:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.575189:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.576344:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.577226:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.578148:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.579012:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.579978:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.580631:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.581395:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.582208:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.582848:ERROR:shared_context_state.cc(100)] Skia shader compilation error >------------------------ >// Vertex SKSL >#extension GL_NV_shader_noperspective_interpolation: require >uniform float4 sk_RTAdjust;uniform half4 uColor_S0;in float2 inPosition;in half inCoverage;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor >half4 color = uColor_S0;color = color * inCoverage;vcolor_S0 = color; >float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;} >// Fragment SKSL >#extension GL_NV_shader_noperspective_interpolation: require >noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor >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; >uniform mediump vec4 uColor_S0; >in highp vec2 inPosition; >in mediump float inCoverage; >noperspective out mediump vec4 vcolor_S0; >void main() { > mediump vec4 color = uColor_S0; > color = color * inCoverage; > vcolor_S0 = color; > highp vec2 _tmp_1_inPosition = inPosition; > gl_Position = vec4(_tmp_1_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 mediump vec4 vcolor_S0; >void main() { > mediump vec4 outputColor_S0 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.587035:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.601853:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.619596:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.636720:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.653499:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.670121:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.686447:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.695058:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > mediump vec4 output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; > 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; > mediump vec4 output_S2 = output_S1 * _3_alpha; > { > sk_FragColor = outputColor_S0 * output_S2; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.696617:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.698359:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.699440:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.700472:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.701113:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.701725:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.702381:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.703004:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.703653:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.704113:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.704638:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.705167:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.705557:ERROR:shared_context_state.cc(100)] Skia shader compilation error >------------------------ >// Vertex SKSL >#extension GL_NV_shader_noperspective_interpolation: require >uniform float4 sk_RTAdjust;uniform half4 uColor_S0;in float2 inPosition;in half inCoverage;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor >half4 color = uColor_S0;color = color * inCoverage;vcolor_S0 = color; >float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;} >// Fragment SKSL >#extension GL_NV_shader_noperspective_interpolation: require >noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor >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; >uniform mediump vec4 uColor_S0; >in highp vec2 inPosition; >in mediump float inCoverage; >noperspective out mediump vec4 vcolor_S0; >void main() { > mediump vec4 color = uColor_S0; > color = color * inCoverage; > vcolor_S0 = color; > highp vec2 _tmp_1_inPosition = inPosition; > gl_Position = vec4(_tmp_1_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 mediump vec4 vcolor_S0; >void main() { > mediump vec4 outputColor_S0 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.707094:ERROR:shared_context_state.cc(100)] 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 = vinCircleEdge_S0; > mediump vec4 outputColor_S0 = vinColor_S0; > highp float d = length(circleEdge.xy); > mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); > mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); > mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.707708:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 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: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.708266:ERROR:shared_context_state.cc(100)] 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 >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 = vinColor_S0; > mediump vec4 texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; > mediump vec4 outputCoverage_S0 = texColor; > { > sk_FragColor = outputColor_S0 * outputCoverage_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.708914:ERROR:shared_context_state.cc(100)] 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;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 = vcolor_S0; > 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 = 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; > mediump vec4 output_S1 = _8_input; > { > sk_FragColor = output_S1; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.709434:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204427.946944:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. > >[658:658:1126/204428.448116:ERROR:shared_context_state.cc(100)] 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 = vcolor_S0; > { > sk_FragColor = outputColor_S0; > } >} > > >Errors: >Location of variable sk_FragColor conflicts with another variable. >
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bug 1216242
: 870990