2022-04-06 13:57:54 +00:00
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SKIP: FAILED
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#version 310 es
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struct ExternalTextureParams {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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};
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layout(binding = 2) uniform ExternalTextureParams_1 {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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} ext_tex_params;
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vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
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if ((params.numPlanes == 1u)) {
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return texelFetch(plane0_1, coord, 0);
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}
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float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
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vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
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float u = uv.x;
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float v = uv.y;
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float r = ((1.164000034f * y) + (params.vr * v));
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float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
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float b = ((1.164000034f * y) + (params.ub * u));
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return vec4(r, g, b, 1.0f);
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}
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vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
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return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D ext_tex_plane_1_2;
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void doTextureLoad() {
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vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
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}
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vec4 vertex_main() {
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doTextureLoad();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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2022-04-22 21:25:02 +00:00
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gl_PointSize = 1.0;
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2022-04-06 13:57:54 +00:00
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:40: 'textureLoad2d' : no matching overloaded function found
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ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float'
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ERROR: 0:40: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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struct ExternalTextureParams {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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};
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layout(binding = 2) uniform ExternalTextureParams_1 {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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} ext_tex_params;
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vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
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if ((params.numPlanes == 1u)) {
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return texelFetch(plane0_1, coord, 0);
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}
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float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
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vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
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float u = uv.x;
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float v = uv.y;
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float r = ((1.164000034f * y) + (params.vr * v));
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float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
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float b = ((1.164000034f * y) + (params.ub * u));
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return vec4(r, g, b, 1.0f);
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}
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vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
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return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D ext_tex_plane_1_2;
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void doTextureLoad() {
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vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
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}
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void fragment_main() {
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doTextureLoad();
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}
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void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:41: 'textureLoad2d' : no matching overloaded function found
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ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of float'
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ERROR: 0:41: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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#version 310 es
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struct ExternalTextureParams {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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};
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layout(binding = 2) uniform ExternalTextureParams_1 {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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} ext_tex_params;
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vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
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if ((params.numPlanes == 1u)) {
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return texelFetch(plane0_1, coord, 0);
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}
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float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
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vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
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float u = uv.x;
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float v = uv.y;
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float r = ((1.164000034f * y) + (params.vr * v));
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float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
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float b = ((1.164000034f * y) + (params.ub * u));
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return vec4(r, g, b, 1.0f);
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}
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vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
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return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D ext_tex_plane_1_2;
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void doTextureLoad() {
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vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
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}
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void compute_main() {
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doTextureLoad();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:40: 'textureLoad2d' : no matching overloaded function found
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ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float'
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ERROR: 0:40: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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