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

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