xdg-settings: invalid application name Try 'xdg-settings --help' for more information. [114582:1229/164734.891724:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 1 times! [114582:1229/164736.517589:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 2 times! [114582:1229/164738.170546:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 3 times! [114582:1229/164738.418740:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.420003:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.421548:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.422839:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.424626:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.428642:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.430542:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.432882:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.436289:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.439176:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.441399:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.443683:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.446221:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.448493:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.449850:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.451173:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.452917:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.454971:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.456188:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.460054:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.462265:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.465821:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.467714:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.470518:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.587351:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.590988:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.592298:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.593786:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.595287:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.596533:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.597919:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.599231:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.600654:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.601850:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.603208:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.604564:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.605717:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.608170:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.611213:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.612808:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.614723:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.616810:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.618451:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.620897:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.623397:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.625412:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.626844:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.628602:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.630837:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.633192:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.635523:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.637874:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.640171:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.642171:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.644894:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.646644:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.648337:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.651456:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.653945:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.655976:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.657943:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.659908:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.662570:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.663708:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.665149:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.666532:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.667826:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.669479:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.671280:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.673345:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.674921:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.676237:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.677420:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.679114:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.680894:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.682881:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.685314:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.688524:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.689914:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.692097:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.693894:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.694998:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.702293:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.703396:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.704755:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.706171:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.707412:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.708816:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.710005:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.711478:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.713269:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.715608:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.717467:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.718965:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.720497:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.722145:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.723379:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.725552:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.727356:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.729042:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.730720:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.732712:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.745323:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.747565:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.749538:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.751982:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.754079:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.756568:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.758675:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.760353:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.762571:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.764275:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.765885:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.766968:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.767976:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.769256:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.770861:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.772275:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.773413:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.775184:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.778347:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.779786:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.781764:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.783876:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.785698:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.787658:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.789393:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.791191:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.792614:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.794204:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.795443:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.796853:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.798052:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.799022:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.800335:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.801852:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.802862:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.804896:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.807408:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.809786:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.832540:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.834121:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.836237:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.837739:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.839395:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.843185:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.846306:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.848918:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.851073:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.853613:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.856265:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.858593:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.860979:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.863156:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.865297:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.867761:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.870022:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.871866:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.873303:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.875414:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.876852:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.879679:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.882283:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.884597:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.886351:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.888307:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.890115:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.891638:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.892855:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.894327:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.897600:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.898886:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.900301:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.901570:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.902977:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.904204:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.905334:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.906688:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.907885:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.908900:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.910451:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.911466:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.912787:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.914470:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.917931:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.919853:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.922459:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.925700:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.927848:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.966830:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.968356:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.969928:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.971422:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.972571:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.974019:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.976026:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.977680:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.978814:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.980284:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.982080:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.984105:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.986298:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.988234:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.989876:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.992711:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.995130:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164738.997096:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164738.998686:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.000337:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.001685:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.003208:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.004856:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.006353:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.007510:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.009576:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.011578:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.013256:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.014616:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.016551:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.023455:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.026141:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.029233:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.031240:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.034088:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.037010:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.039212:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.041486:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.043328:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.044815:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.046964:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.050667:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.052166:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.054056:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.055565:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.056913:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.057992:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.059294:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.060649:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.063486:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.111942:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.113087:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.114644:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.116946:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.118921:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.120542:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.122749:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.125472:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.310310:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.311361:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.312799:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.316483:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.317962:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.319671:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.321112:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.322663:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.324288:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.325767:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.328277:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.330735:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.332234:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.333887:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.336244:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.339012:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.369626:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.371486:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.376733:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.378559:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.380629:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.382368:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.384563:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.386595:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.389970:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.393139:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.395336:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.397032:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; flat in mediump vec4 vcolor_S0; void main() { } Errors: link failed but did not provide an info log [114582:1229/164739.400623:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c0(half4 _input) { half4 _tmp_2_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c1_c0(half4 _input) { half4 _tmp_3_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);} half4 Blend_S1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));} half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _21_coverage; { _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _21_coverage = 1.0 - _21_coverage; } mediump float _23_coverage; { _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _23_coverage = 1.0 - _23_coverage; } mediump float _25_coverage; { _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _25_coverage = 1.0 - _25_coverage; } mediump float _27_coverage; { _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _27_coverage = 1.0 - _27_coverage; } output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage))); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.403167:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), _src);} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _7_coverage; { _7_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _7_coverage = 1.0 - _7_coverage; } mediump float _9_coverage; { _9_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _9_coverage = 1.0 - _9_coverage; } output_S1 = vec4(_7_coverage) * vec4(_9_coverage); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.404811:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.406142:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.407126:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.409190:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.410455:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.411750:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.412838:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.413738:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.781276:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.783016:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.784847:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.788538:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.789956:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.791592:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.793060:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.794455:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.795684:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.796755:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.798640:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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;half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; 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() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.800447:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.801787:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.802743:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; flat in mediump vec4 vcolor_S0; void main() { } Errors: link failed but did not provide an info log [114582:1229/164739.807018:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c0(half4 _input) { half4 _tmp_2_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c1_c0(half4 _input) { half4 _tmp_3_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);} half4 Blend_S1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));} half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _21_coverage; { _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _21_coverage = 1.0 - _21_coverage; } mediump float _23_coverage; { _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _23_coverage = 1.0 - _23_coverage; } mediump float _25_coverage; { _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _25_coverage = 1.0 - _25_coverage; } mediump float _27_coverage; { _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _27_coverage = 1.0 - _27_coverage; } output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage))); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.809471:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), _src);} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _7_coverage; { _7_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _7_coverage = 1.0 - _7_coverage; } mediump float _9_coverage; { _9_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _9_coverage = 1.0 - _9_coverage; } output_S1 = vec4(_7_coverage) * vec4(_9_coverage); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164739.811337:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.815213:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.816858:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.818736:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.910592:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.911914:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.913608:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.915262:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.941981:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.943630:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164739.945283:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.307782:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.308732:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.309929:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.311656:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.327578:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.329084:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164740.330794:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.822278:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.824380:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.826960:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.829182:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.831003:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.833295:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.835126:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.837236:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.839176:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.842205:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.843925:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.847130:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.849795:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.852075:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.854048:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.856576:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.859480:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.861292:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.863328:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.865479:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.867392:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.868863:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.870332:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.872254:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.874026:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.876073:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.878222:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.880277:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.884091:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.886258:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.888299:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.890048:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.891922:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.893243:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.895097:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.896871:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.898197:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.899129:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.900376:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.901974:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.903305:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.904258:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.905532:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.909063:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_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 vec4 radii_selector; in highp vec4 corner_and_radius_outsets; in highp vec4 aa_bloat_and_coverage; in highp vec4 radii_x; in highp vec4 radii_y; in highp vec4 skew; in highp vec2 translate_and_localrotate; in mediump vec4 color; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 varccoord_S0; void main() { vcolor_S0 = color; highp float aa_bloat_multiplier = 1.0; highp vec2 corner = corner_and_radius_outsets.xy; highp vec2 radius_outset = corner_and_radius_outsets.zw; highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy; highp float is_linear_coverage = aa_bloat_and_coverage.w; highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw))); highp vec4 normalized_axis_dirs = skew * pixellength.xyxy; highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw); highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5; highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx); highp vec2 radii = radii_and_neighbors.xy; highp vec2 neighbor_radii = radii_and_neighbors.zw; highp float coverage_multiplier = 1.0; if (any(greaterThan(aa_bloatradius, vec2(1.0)))) { corner = max(abs(corner), aa_bloatradius) * sign(corner); coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0)); radii = vec2(0.0); } highp float coverage = aa_bloat_and_coverage.z; if (any(lessThan(radii, aa_bloatradius * 1.5))) { radii = vec2(0.0); aa_bloat_direction = sign(corner); if (coverage > 0.5) { aa_bloat_direction = -aa_bloat_direction; } is_linear_coverage = 1.0; } else { radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5); neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5); highp vec2 spacing = (2.0 - radii) - neighbor_radii; highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0)); radii -= extra_pad * 0.5; } highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier; highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset; if (coverage > 0.5) { if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) { highp float backset = abs(vertexpos.x); vertexpos.x = 0.0; vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x; coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5; } if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) { highp float backset = abs(vertexpos.y); vertexpos.y = 0.0; vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y; coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5; } } highp mat2 skewmatrix = mat2(skew.xy, skew.zw); highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate; if (0.0 != is_linear_coverage) { varccoord_S0 = vec2(0.0, coverage * coverage_multiplier); } else { highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner; varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y); } gl_Position = vec4(devcoord, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 varccoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp float x_plus_1 = varccoord_S0.x; highp float y = varccoord_S0.y; mediump float coverage; if (0.0 == x_plus_1) { coverage = y; } else { highp float fn = x_plus_1 * (x_plus_1 - 2.0); fn = ((y) * (y) + (fn)); highp float fnwidth = fwidth(fn); coverage = 0.5 - fn / fnwidth; coverage = clamp(coverage, 0.0, 1.0); } mediump vec4 outputCoverage_S0 = vec4(coverage); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.912162:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.913945:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.916066:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.918021:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.919684:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.921427:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.923088:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half inCoverage;noperspective out half vinCoverage_S0;void main() {// Primitive Processor DefaultGeometryProcessor float2 _tmp_1_inPosition = inPosition;vinCoverage_S0 = inCoverage;sk_Position = _tmp_1_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half4 uColor_S0;noperspective in half vinCoverage_S0;void main() {// Stage 0, DefaultGeometryProcessor half4 outputColor_S0;outputColor_S0 = uColor_S0;half alpha = 1.0;alpha = vinCoverage_S0;half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump float inCoverage; noperspective out mediump float vinCoverage_S0; void main() { highp vec2 _tmp_1_inPosition = inPosition; vinCoverage_S0 = inCoverage; 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; uniform mediump vec4 uColor_S0; noperspective in mediump float vinCoverage_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = uColor_S0; mediump float alpha = 1.0; alpha = vinCoverage_S0; mediump vec4 outputCoverage_S0 = vec4(alpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.924532:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.925646:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.926576:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.927766:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.929784:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.931158:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.932082:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color }} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; flat in mediump vec4 vcolor_S0; void main() { } Errors: link failed but did not provide an info log [114582:1229/164745.934436:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c0(half4 _input) { half4 _tmp_2_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c1_c0(half4 _input) { half4 _tmp_3_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);} half4 Blend_S1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));} half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _21_coverage; { _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _21_coverage = 1.0 - _21_coverage; } mediump float _23_coverage; { _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _23_coverage = 1.0 - _23_coverage; } mediump float _25_coverage; { _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _25_coverage = 1.0 - _25_coverage; } mediump float _27_coverage; { _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _27_coverage = 1.0 - _27_coverage; } output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage))); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.936618:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), _src);} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _7_coverage; { _7_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _7_coverage = 1.0 - _7_coverage; } mediump float _9_coverage; { _9_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _9_coverage = 1.0 - _9_coverage; } output_S1 = vec4(_7_coverage) * vec4(_9_coverage); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.938993:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.943130:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.944602:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.946100:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.947873:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.949686:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.951493:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.952702:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.953966:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.955115:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.956397:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.957784:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.959204:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.960341:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.961624:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.962706:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.963838:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.965272:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.968262:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.970831:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164745.972754:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.976018:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.977565:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.979406:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.980764:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.982280:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.983399:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.984361:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.985857:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.987230:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.988185:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.992311:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.993491:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.995096:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.997302:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164745.999429:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.000862:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.158073:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.159400:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.160880:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.162253:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.163426:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.164788:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.166987:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.169711:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.171562:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.173679:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.176162:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.178034:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.180204:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.181828:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.182784:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.183724:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.184992:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.186539:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float dy1 = sk_FragCoord.y - uinnerRect_S1.B;float2 dxy = max(float2(dxy0.x, max(dxy0.y, dy1)), 0.0);half rightAlpha = half(saturate(uinnerRect_S1.R - sk_FragCoord.x));half alpha = rightAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp float _1_dy1 = sk_FragCoord.y - uinnerRect_S1.w; highp vec2 _2_dxy = max(vec2(_0_dxy0.x, max(_0_dxy0.y, _1_dy1)), 0.0); mediump float _3_rightAlpha = clamp(uinnerRect_S1.z - sk_FragCoord.x, 0.0, 1.0); mediump float _4_alpha = _3_rightAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.188158:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.189749:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.191206:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.192751:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform half3 uedgeArray_S1[4];flat in half4 vcolor_S0;half4 ConvexPoly_S1(half4 _input) { half alpha = 1.0; half edge; edge = dot(uedgeArray_S1[0], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[1], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[2], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); edge = dot(uedgeArray_S1[3], half3(sk_FragCoord.xy1)); alpha *= step(0.5, edge); 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 = ConvexPoly_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform mediump vec3 uedgeArray_S1[4]; flat in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _0_alpha = 1.0; mediump float _1_edge; _1_edge = dot(uedgeArray_S1[0], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[1], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[2], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); _1_edge = dot(uedgeArray_S1[3], vec3(sk_FragCoord.xy, 1.0)); _0_alpha *= step(0.5, _1_edge); output_S1 = vec4(_0_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.194635:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));alpha = 1.0 - alpha;return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); _4_alpha = 1.0 - _4_alpha; output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.197149:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float dy0 = uinnerRect_S1.T - sk_FragCoord.y;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(float2(dxy1.x, max(dy0, dxy1.y)), 0.0);half leftAlpha = half(saturate(sk_FragCoord.x - uinnerRect_S1.L));half alpha = leftAlpha * half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp float _0_dy0 = uinnerRect_S1.y - sk_FragCoord.y; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(vec2(_1_dxy1.x, max(_0_dy0, _1_dxy1.y)), 0.0); mediump float _3_leftAlpha = clamp(sk_FragCoord.x - uinnerRect_S1.x, 0.0, 1.0); mediump float _4_alpha = _3_leftAlpha * clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_4_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.201182:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.203384:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.205405:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.206595:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.208010:ERROR:shared_context_state.cc(81)] 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 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); } 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);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp mat3 umatrix_S1; uniform sampler2D uTextureSampler_0_S1; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vTransformedCoords_2_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; output_S1 = texture(uTextureSampler_0_S1, vTransformedCoords_2_S0, -0.5).xxxx; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.209686:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) { float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in highp vec2 localCoord; noperspective out highp vec2 vlocalCoord_S0; void main() { vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 uinnerRect_S1; uniform mediump vec2 uradiusPlusHalf_S1; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0 = vec4(1.0); highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5); mediump vec4 output_S1; highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy; highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw; highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0); mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0); output_S1 = vec4(_3_alpha); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.211950:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.213890:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.216052:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.217667:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.219244:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.220392:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.222069:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.223920:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.225185:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.226967:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.228934:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.283802:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.284815:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.286131:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.355268:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.356650:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.358543:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.360722:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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;half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; 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() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.363318:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.365128:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.366643:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.368560:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.370350:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.371927:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.373309:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.374453:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.375732:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.376895:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.378329:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.379831:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.382687:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.386043:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.388097:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.389829:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.391136:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.392881:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.394355:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.396434:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.397762:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.398845:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.400326:ERROR:shared_context_state.cc(81)] 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);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); edgeAlpha *= innerAlpha; mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.401629:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.402889:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.404022:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; in highp vec2 localCoord; flat out mediump vec4 vcolor_S0; noperspective out highp vec2 vlocalCoord_S0; void main() { vcolor_S0 = color; vlocalCoord_S0 = localCoord; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; flat in mediump vec4 vcolor_S0; noperspective in highp vec2 vlocalCoord_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; highp vec2 texCoord; texCoord = vlocalCoord_S0; outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.404895:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.406084:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw; sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec4 ulocalMatrix_S0; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.407364:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.408330:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.415494:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.416931:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.419805:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.421858:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.423466:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.425788:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.427333:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.428325:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.699543:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.700693:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.702476:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.703874:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.704868:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.706707:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.707786:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.708649:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.731904:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.732971:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.735449:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.736884:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.738324:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.741096:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164746.743686:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164746.745812:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.061132:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.062215:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.065153:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164747.067583:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.069085:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.072166:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164747.074302:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.075635:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.078022:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.078988:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.081029:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164747.082273:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.083183:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.084736:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164747.085705:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164747.086515:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.844224:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.845484:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; noperspective out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.847400:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_2_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 inPosition; in mediump vec4 inColor; in highp vec4 inCircleEdge; noperspective out highp vec4 vinCircleEdge_S0; noperspective out mediump vec4 vinColor_S0; void main() { vinCircleEdge_S0 = inCircleEdge; vinColor_S0 = inColor; highp vec2 _tmp_0_inPosition = inPosition; gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_S0; void main() { highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.849190:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(1) == kFillBW_S1_c0 || int(1) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(1) == kInverseFillBW_S1_c0 || int(1) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} 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);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in highp vec4 vinCircleEdge_S0; noperspective in mediump vec4 vinColor_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); highp vec4 circleEdge; circleEdge = vinCircleEdge_S0; mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; highp float d = length(circleEdge.xy); mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d); mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); mediump vec4 outputCoverage_S0 = vec4(edgeAlpha); mediump vec4 output_S1; mediump float _5_coverage; { mediump vec4 _6_dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - urectUniform_S1_c0), 0.0, 1.0); mediump vec2 _7_dists2 = (_6_dists4.xy + _6_dists4.zw) - 1.0; _5_coverage = _7_dists2.x * _7_dists2.y; } output_S1 = vec4(_5_coverage) * outputCoverage_S0; { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164748.852478:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; const int kFillBW_S1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c0 = 3; const int kFillBW_S1_c1_c1_c1_c0 = 0; const int kInverseFillBW_S1_c1_c1_c1_c0 = 2; const int kInverseFillAA_S1_c1_c1_c1_c0 = 3; uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c0(half4 _input) { half4 _tmp_1_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c0(half4 _input) { half4 _tmp_2_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Rect_S1_c1_c1_c1_c0(half4 _input) { half4 _tmp_3_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);} half4 Blend_S1_c1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));} half4 Blend_S1_c1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));} half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; uniform highp vec4 urectUniform_S1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c0; uniform highp vec4 urectUniform_S1_c1_c1_c1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _21_coverage; { _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _21_coverage = 1.0 - _21_coverage; } mediump float _23_coverage; { _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy)))); } { _23_coverage = 1.0 - _23_coverage; } mediump float _25_coverage; { _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _25_coverage = 1.0 - _25_coverage; } mediump float _27_coverage; { _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy)))); } { _27_coverage = 1.0 - _27_coverage; } output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage))); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164748.855348:ERROR:shared_context_state.cc(81)] 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 const int kFillBW_S1_c0 = 0; const int kInverseFillBW_S1_c0 = 2; const int kInverseFillAA_S1_c0 = 3; uniform float4 urectUniform_S1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) { half4 _tmp_0_inColor = _input; half coverage; if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) { coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } else { half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0)); half2 dists2 = (dists4.xy + dists4.zw) - 1.0; coverage = dists2.x * dists2.y; } if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) { coverage = 1.0 - coverage; } return half4(half4(coverage)); } half4 Blend_S1(half4 _src, half4 _dst) { return blend_modulate(Rect_S1_c0(_src), _src);} void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * output_S1;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in 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 uniform highp vec2 u_skRTFlip; precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform highp vec4 urectUniform_S1_c0; noperspective in mediump vec4 vcolor_S0; void main() { highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; mediump vec4 output_S1; mediump float _3_coverage; { _3_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy)))); } { _3_coverage = 1.0 - _3_coverage; } output_S1 = vec4(_3_coverage); { sk_FragColor = outputColor_S0 * output_S1; } } Errors: link failed but did not provide an info log [114582:1229/164748.857174:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.876967:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.877810:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor vcolor_S0 = color;sk_Position = position.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; in highp vec2 position; in mediump vec4 color; flat out mediump vec4 vcolor_S0; void main() { vcolor_S0 = color; gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0; } } Errors: link failed but did not provide an info log [114582:1229/164748.879315:ERROR:shared_context_state.cc(81)] Skia shader compilation error ------------------------ // Vertex SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;} // Fragment SKSL #extension GL_NV_shader_noperspective_interpolation: require uniform sampler2D uTextureSampler_0_S0; noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uAtlasSizeInv_S0; in highp vec2 inPosition; in mediump vec4 inColor; in mediump uvec2 inTextureCoords; noperspective out highp vec2 vTextureCoords_S0; flat out highp float vTexIndex_S0; noperspective out mediump vec4 vinColor_S0; void main() { highp int texIdx = 0; highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y)); vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0; vTexIndex_S0 = float(texIdx); vinColor_S0 = inColor; gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); } // Fragment GLSL #version 300 es #extension GL_NV_shader_noperspective_interpolation : require precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; noperspective in highp vec2 vTextureCoords_S0; flat in highp float vTexIndex_S0; noperspective in mediump vec4 vinColor_S0; void main() { mediump vec4 outputColor_S0; outputColor_S0 = vinColor_S0; mediump vec4 texColor; { texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx; } mediump vec4 outputCoverage_S0 = texColor; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Errors: link failed but did not provide an info log