https://bugs.kde.org/show_bug.cgi?id=500637
--- Comment #2 from Yiannis <rizi...@gmail.com> --- systemsettings kcm_about-distro or kinfocenter from terminal works fine ! if I run systemsettings and then try to open About this system crash: Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float opacity; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float matrixScale; float opacity; float reserved2; float reserved3; vec4 strokeColor; float strokeWidth; float debug; float reserved5; float reserved6; }; uniform buf ubuf; out vec4 P; in vec4 vertexCoord; in vec2 normalVector; out vec2 A; in vec2 inA; out vec2 B; in vec2 inB; out vec2 C; in vec2 inC; out vec2 HG; out float offset; float qdot(vec2 a, vec2 b) { return (a.x * b.x) + (a.y * b.y); } void main() { P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale)); A = inA; B = inB; C = inC; vec2 param = A; vec2 param_1 = A; float a = (-2.0) * qdot(param, param_1); vec2 param_2 = A; vec2 param_3 = B; float b = (-3.0) * qdot(param_2, param_3); vec2 param_4 = A; vec2 param_5 = P.xy; vec2 param_6 = B; vec2 param_7 = B; vec2 param_8 = A; vec2 param_9 = C; float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9)); vec2 param_10 = B; vec2 param_11 = P.xy; vec2 param_12 = B; vec2 param_13 = C; float d = qdot(param_10, param_11) - qdot(param_12, param_13); float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a); float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a); HG = vec2(H, G); offset = b / (3.0 * a); gl_Position = ubuf.qt_Matrix * P; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 pixelSize; float opacity; }; uniform buf _14; in vec4 vertex; in vec4 vertexOffset; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { vec4 pos = _14.matrix * vertex; vec4 m0 = _14.matrix[0]; vec4 m1 = _14.matrix[1]; gl_Position = pos; if (vertexOffset.x != 0.0) { vec4 delta = m0 * vertexOffset.x; vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w); vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize); dir -= ((ndir * delta.w) * pos.w); float numerator = dot(dir, (ndir * pos.w) * pos.w); float scale = 0.0; if (numerator < 0.0) { scale = 1.0; } else { scale = min(1.0, numerator / dot(dir, dir)); } gl_Position += (delta * scale); } if (vertexOffset.y != 0.0) { vec4 delta_1 = m1 * vertexOffset.y; vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w); vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize); dir_1 -= ((ndir_1 * delta_1.w) * pos.w); float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w); float scale_1 = 0.0; if (numerator_1 < 0.0) { scale_1 = 1.0; } else { scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1)); } gl_Position += (delta_1 * scale_1); } color = vertexColor * _14.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float opacity; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float matrixScale; float opacity; float reserved2; float reserved3; vec4 strokeColor; float strokeWidth; float debug; float reserved5; float reserved6; }; uniform buf ubuf; out vec4 P; in vec4 vertexCoord; in vec2 normalVector; out vec2 A; in vec2 inA; out vec2 B; in vec2 inB; out vec2 C; in vec2 inC; out vec2 HG; out float offset; float qdot(vec2 a, vec2 b) { return (a.x * b.x) + (a.y * b.y); } void main() { P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale)); A = inA; B = inB; C = inC; vec2 param = A; vec2 param_1 = A; float a = (-2.0) * qdot(param, param_1); vec2 param_2 = A; vec2 param_3 = B; float b = (-3.0) * qdot(param_2, param_3); vec2 param_4 = A; vec2 param_5 = P.xy; vec2 param_6 = B; vec2 param_7 = B; vec2 param_8 = A; vec2 param_9 = C; float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9)); vec2 param_10 = B; vec2 param_11 = P.xy; vec2 param_12 = B; vec2 param_13 = C; float d = qdot(param_10, param_11) - qdot(param_12, param_13); float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a); float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a); HG = vec2(H, G); offset = b / (3.0 * a); gl_Position = ubuf.qt_Matrix * P; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 pixelSize; float opacity; }; uniform buf _14; in vec4 vertex; in vec4 vertexOffset; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { vec4 pos = _14.matrix * vertex; vec4 m0 = _14.matrix[0]; vec4 m1 = _14.matrix[1]; gl_Position = pos; if (vertexOffset.x != 0.0) { vec4 delta = m0 * vertexOffset.x; vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w); vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize); dir -= ((ndir * delta.w) * pos.w); float numerator = dot(dir, (ndir * pos.w) * pos.w); float scale = 0.0; if (numerator < 0.0) { scale = 1.0; } else { scale = min(1.0, numerator / dot(dir, dir)); } gl_Position += (delta * scale); } if (vertexOffset.y != 0.0) { vec4 delta_1 = m1 * vertexOffset.y; vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w); vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize); dir_1 -= ((ndir_1 * delta_1.w) * pos.w); float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w); float scale_1 = 0.0; if (numerator_1 < 0.0) { scale_1 = 1.0; } else { scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1)); } gl_Position += (delta_1 * scale_1); } color = vertexColor * _14.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; float opacity; }; uniform buf _19; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = _19.matrix * vertexCoord; color = vertexColor * _19.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float opacity; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; }; uniform buf _25; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = _25.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; float matrixScale; float opacity; float reserved2; float reserved3; vec4 strokeColor; float strokeWidth; float debug; float reserved5; float reserved6; }; uniform buf ubuf; out vec4 P; in vec4 vertexCoord; in vec2 normalVector; out vec2 A; in vec2 inA; out vec2 B; in vec2 inB; out vec2 C; in vec2 inC; out vec2 HG; out float offset; float qdot(vec2 a, vec2 b) { return (a.x * b.x) + (a.y * b.y); } void main() { P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale)); A = inA; B = inB; C = inC; vec2 param = A; vec2 param_1 = A; float a = (-2.0) * qdot(param, param_1); vec2 param_2 = A; vec2 param_3 = B; float b = (-3.0) * qdot(param_2, param_3); vec2 param_4 = A; vec2 param_5 = P.xy; vec2 param_6 = B; vec2 param_7 = B; vec2 param_8 = A; vec2 param_9 = C; float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9)); vec2 param_10 = B; vec2 param_11 = P.xy; vec2 param_12 = B; vec2 param_13 = C; float d = qdot(param_10, param_11) - qdot(param_12, param_13); float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a); float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a); HG = vec2(H, G); offset = b / (3.0 * a); gl_Position = ubuf.qt_Matrix * P; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 pixelSize; float opacity; }; uniform buf _14; in vec4 vertex; in vec4 vertexOffset; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { vec4 pos = _14.matrix * vertex; vec4 m0 = _14.matrix[0]; vec4 m1 = _14.matrix[1]; gl_Position = pos; if (vertexOffset.x != 0.0) { vec4 delta = m0 * vertexOffset.x; vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w); vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize); dir -= ((ndir * delta.w) * pos.w); float numerator = dot(dir, (ndir * pos.w) * pos.w); float scale = 0.0; if (numerator < 0.0) { scale = 1.0; } else { scale = min(1.0, numerator / dot(dir, dir)); } gl_Position += (delta * scale); } if (vertexOffset.y != 0.0) { vec4 delta_1 = m1 * vertexOffset.y; vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w); vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize); dir_1 -= ((ndir_1 * delta_1.w) * pos.w); float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w); float scale_1 = 0.0; if (numerator_1 < 0.0) { scale_1 = 1.0; } else { scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1)); } gl_Position += (delta_1 * scale_1); } color = vertexColor * _14.opacity; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Failed to compile shader: Source was: #version 150 struct buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; float fontScale; vec4 vecDelta; }; uniform buf _17; out vec2 sampleCoord; in vec2 tCoord; in vec4 vCoord; out vec3 sampleFarLeft; out vec3 sampleNearLeft; out vec3 sampleNearRight; out vec3 sampleFarRight; in float _qt_order; void main() { sampleCoord = tCoord * _17.textureScale; gl_Position = _17.matrix * vCoord; vec3 wDelta = _17.vecDelta.xyw * gl_Position.w; vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875); vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125); vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125); vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875); vec2 scale = _17.textureScale / vec2(_17.fontScale); vec2 base = sampleCoord - (scale * vCoord.xy); sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z); sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z); sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z); sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z); gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state KCrash: Application 'systemsettings' crashing... crashRecursionCounter = 2 KCrash: Attempting to start /usr/lib64/libexec/drkonqi void ReportInterface::maybePickUpPostbox() kf5idletime_wayland: This plugin does not support polling idle time QSocketNotifier: Invalid socket 6 and type 'Read', disabling... QSocketNotifier: Invalid socket 13 and type 'Read', disabling... QSocketNotifier: Invalid socket 35 and type 'Read', disabling... org.kde.drkonqi: Could not open sentry payload file "/tmp/drkonqi-tnraww/sentry_payload.json" void ReportInterface::maybePickUpPostbox() [1]+ Stopped systemsettings kinfocenter -- You are receiving this mail because: You are watching all bug changes.